WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ The...
Dominic Curran
dcurran@...
Dec 1, 2001 10:27 am
19471
Hello everyone! Letīs say I got a plane and I want to repeat my texture two times on the plane. So, I need at least 6 vertices: 1----2----3 ... 4----5----6 So...
Karl Kabowski
kushiro_21@...
Dec 1, 2001 7:36 pm
19472
Why not just use GL_TEXTURE_WRAP_S of GL_REPEAT? ... Sent: Saturday, December 01, 2001 1:05 PM To: Multiple recipients of list OPENGL-GAMEDEV-L Hello everyone!...
Cass Everitt
CEveritt@...
Dec 1, 2001 8:12 pm
19473
why can't you set the texture mode to repeat, then put 2.0 as the texture coords for some of the points? ... FAQ and OpenGL Resources at: ...
antonio
int18@...
Dec 1, 2001 8:33 pm
19474
If texture 1 and texture 2 are the same, and your quads are planar, then you can do like what Cass said and just draw one big quad (4 verts) and set...
Alex Mohr
amohr@...
Dec 1, 2001 8:53 pm
19475
(don't know if my last mail got to the list, so i write again) Geez, it worx! THANK YOU!! The docs are realy confusing about the number of color components. I ...
Andras Balogh
bandi@...
Dec 1, 2001 9:55 pm
19476
Dear all, When I switch to game mode with glut, with this code: glutGameModeString("1600x1200:16"); glutEnterGameMode(); I get a access violation. Any idea...
Jesse Laeuchli
jesse@...
Dec 1, 2001 10:37 pm
19477
... You can see that the hardware mode (desktop resolution and color depth) does affect the available pixel formats, by enumerating the available pixel formats...
reed mideke
rfm@...
Dec 1, 2001 11:49 pm
19478
... Yup. There's nothing that prevents the front and back buffers from both being surfaces capable of displaying in overlay mode; swapping would simply entail...
Jon Watte
hplus@...
Dec 2, 2001 1:25 am
19479
... I believe it is false. Most drivers (those that I know of) do not do this on windows. They typically use some form of page flipping or blitting. Because...
R. Jason Sams
rjsams@...
Dec 2, 2001 9:28 pm
19480
Hello all, I'm experiencing a problem that i'm not quite sure how to solve.. in particular... I have a 6 sided traditional skybox, and i'm using 512x512 ...
Ivan
gl@...
Dec 3, 2001 6:19 am
19481
If you are using two different textures, then you need to specify extra verticies. By the way anyone reading these replys... if there IS a way to have extra...
Ivan
gl@...
Dec 3, 2001 6:40 am
19482
What texture coordinates are you using for each side? If you are using 0 and 1, try using something like 0.002 and 0.998, this fixed that problem for me ... ...
Chris Campbell
chris.campbell@...
Dec 3, 2001 6:51 am
19483
As a matter of fact I am using 0 and 1 ... lemme try that... ... Interesting.. that almost takes care of it.. maybe I just need to fiddle with the actual...
Ivan
gl@...
Dec 3, 2001 7:18 am
19484
... I think the actual values you give the vertices of the skybox are irrelevant since you will have depth-buffer writing turned off (...right?) I am using a...
Chris Campbell
chris.campbell@...
Dec 3, 2001 7:37 am
19485
Well I was wondering if skybox dimensions would make a difference in how the textures were applied or something... I am in orthogonal mode (no perspective) and...
Ivan
gl@...
Dec 3, 2001 8:28 am
19486
The "tearing" you are referring to sounds like the textures are wrapping around at the edges. You could try GL_CLAMP for the texture wrap mode if you are not...
Chris Campbell
chris.campbell@...
Dec 3, 2001 11:48 am
19487
Ivan and Chris, You should be using GL_CLAMP_TO_EDGE for your WRAP modes. Nudging your texture coordinates in like you are is just an approximate (and error ...
Cass Everitt
CEveritt@...
Dec 3, 2001 2:14 pm
19488
Hi there, a couple of days ago I wrote a question toi this mailing list about 3D texture mapping. I got a sample code from ATI, which i walked through a little...
Dominik Paul
dpaul@...
Dec 3, 2001 2:16 pm
19489
... What "3D Textures" actually do is allow you to draw an arbitary 'slice' through the texture map onto a polygon. What it *doesn't* do is somehow turn a...
Stephen J Baker
sjbaker@...
Dec 3, 2001 3:04 pm
19490
Hello If I use glDrawRangeEXT without the NVidia glVertexArrayRangeNV and with ColorArray, it runs perfectly. If I enable glVertexArrayRangeNV and disable...
Sven Schlosser
webmaster@...
Dec 3, 2001 3:25 pm
19491
Hi, In your first case, you supply "vBuf" as the vertex pointer and "colBuf" as the color pointer. In the second example, you supply a different variable,...
Tom Nuydens
t.nuydens@...
Dec 3, 2001 4:19 pm
19492
Hi, Does anyone have any info on scene graphs and how they are designed? Also on how shaders are applied in such a system? I might have to write a scene graph...
Umesh Persad
upersad@...
Dec 3, 2001 4:48 pm
19493
Hi everyone, I've just been testing Razor (my companies fps) and I noticed that Matrox G400's and NVidia Riva TNT's have a weird clipping issue, which culls...
Chris Seddon
seddon@...
Dec 3, 2001 5:46 pm
19494
Hey All, I'm trying to track down the cause of failures in wglMakeCurrent in my program. I've found that this function fails at different times based on the...
jim@...
Dec 3, 2001 5:57 pm
19495
How can I achieve the following texture environment function?: C = min(Cf, Ct) I need this function in order to do lightmapping with vertex lighting: - first...
Andras Balogh
bandi@...
Dec 3, 2001 7:10 pm
19496
All arrays need to live within the VertexArrayRange. Dollars to donuts that your color buffer is not part of the established VAR. Cheers, / h+ ... Sent:...
Jon Watte
hplus@...
Dec 3, 2001 7:38 pm
19497
For a skybox, not only doesn't orthogonal work right; it has to be drawn with the same perspective as everything else. The actual dimension does not matter at...
Jon Watte
hplus@...
Dec 3, 2001 7:42 pm
19498
... If the grain is because of aliasing, try scaling down to 256x256. ... MIP mapping for a skybox seems wasteful. The box is always drawn at the same distance...
Jon Watte
hplus@...
Dec 3, 2001 7:57 pm
19499
Could it be lower z-buffer precision on the other cards? I know that the value of the near and far clip-planes can affect how usefull your precision is too. ...