Hi zusammen, meine frage, gibt es in diesem Forum auch deutsch sprachige Leute? wenn ja mailt mir doch mal an guenterandreas@... . Warum?...
Andreas SR
guenterandreas@...
Mar 1, 2002 9:33 am
20164
... To name a specific example: Kobo Deluxe is a 2d game with two rendering modes, normal or OpenGL. The two modes look exactly the same. On my machine ...
Trick
gerry@...
Mar 1, 2002 10:23 am
20165
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@...
Mar 1, 2002 10:32 am
20166
... The rasterization rules for GDI are different from the 3D rules, I'd guess. There's also the nasty business of how to properly specify texel coordinates...
Jon Watte
hplus@...
Mar 1, 2002 5:46 pm
20167
NVTriStripLibI have a scene with roughly 200 objects (not all different). What is the most efficient (fastest, fewest state changes, etc) way to draw said...
Chris French
chris@...
Mar 1, 2002 10:07 pm
20168
... Drawing from front-to-back will probably get you a little bit of speed up with the early z-reject. But transparent objects you want to draw from back to...
Parveen Kaler
pkaler@...
Mar 2, 2002 12:49 am
20169
Hiya This got kind of big. I'm trying to accomplish some multitexturing in my little engine, but it refuses to work. If I do it multi-pass (drawing the same...
Tatsujin
tatsujin@...
Mar 2, 2002 1:35 pm
20170
I'm not absolutely positive, but I think you cannot mix two textures by simply using the glBlendFunc. I've seen some code which used some other extension to...
Death Hunter
mtk@...
Mar 2, 2002 4:19 pm
20171
I did have a look-around at some stuff on the net and found that you need to call glMultiTexCoord2fARB() for TMU's other than 0. And that actually solved it! ...
Tatsujin
tatsujin@...
Mar 2, 2002 5:38 pm
20172
The blendfunc is used when combining the fragment color with the framebuffer. Multi-texturing is used to figure out the color of the fragment, and thus uses...
Jon Watte
hplus@...
Mar 2, 2002 7:46 pm
20173
Hey all, Does anyone have the vertex program for the nvidia demo vtxprg_regcomb_setup? It doesn't seem to be in my copy of the SDK(the rest of the program is...
Jesse Laeuchli
jesse@...
Mar 2, 2002 9:40 pm
20174
Yes, I found that out also. By using the EXT_texture_env_combine extension, right? I found the spec for the extension but haven't quite got it to work yet......
Tatsujin
tatsujin@...
Mar 2, 2002 10:03 pm
20175
You can find the whole sdk here: http://cvs1.nvidia.com ... _______________________________________________________________ Do You Yahoo!? Yahoo! Messenger ...
Ignacio Castano
castanyo@...
Mar 2, 2002 11:42 pm
20176
EXT_texture_env_combine adds more functionality to how you can use the glTexEnv() functions. However, the modes REPLACE, MODULATE and DECAL are available even...
Jon Watte
hplus@...
Mar 3, 2002 12:19 am
20177
aha... I figured an unextended approach would exist, and indeed it works! Though the combine extension won't quite cooperate with me... yet. /Andre ... FAQ and...
Tatsujin
tatsujin@...
Mar 3, 2002 10:19 am
20178
... The vertex programs are in one central location. the one you're looking for is at Common/media/programs/vtxprg_prog_recomb_setup.vp -- Bert ... FAQ and...
Bert Freudenberg
bert@...
Mar 3, 2002 5:00 pm
20179
I downloaded the whole SDK from nvidia already, and it was not in there. Can anyone who has a copy of the early SDK version send me the file? ... To: "Multiple...
Jesse Laeuchli
jesse@...
Mar 3, 2002 5:18 pm
20180
I see the other vertex programs, but that one isn't there. ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Sunday,...
Jesse Laeuchli
jesse@...
Mar 3, 2002 5:41 pm
20181
March 3rd, 2002 Sunday Apparently one of the things the NVidia GeForce2 GTS does faster with Win32 GDI (2D) than OpenGL (3D) is the logical operation function....
Colin Fahey
cpfahey@...
Mar 3, 2002 8:50 pm
20182
Hello, Could anybody explain why do I have worse performance when I use glVertexArrayRangeNV. (I have GeForce2 MX400) Here is the code: struct ARRAY { float...
krandv@...
Mar 4, 2002 7:20 am
20183
... According to the Nvidia Performance FAQ the last parameter (priority) to AllocateMemory, should be: (0.25,0.75] if you want AGP memory or (0.75,1.0] if you...
Eero Pajarre
epajarre@...
Mar 4, 2002 9:09 am
20184
On Sun, 3 Mar 2002, Jesse Laeuchli wrote:
> I see the other vertex programs, but that one isn't there.
Sigh....
Bert Freudenberg
bert@...
Mar 4, 2002 9:29 am
20185
... The reason is that it had to turn off the 2D graphics in order to do 3D so you couldn't see menu's, the mouse cursor or anything else like that. But that's...
Stephen J Baker
sjbaker@...
Mar 4, 2002 2:38 pm
20186
For those kind of detail textures, you need to use ADD_SIGNED_ARB operation from the ARB_texture_env_combine extension. (If you have that extension available...
Richard Nutman
RichardN@...
Mar 5, 2002 3:06 pm
20187
... The trouble is that these are optimising different things. Front-to-back rendering speeds up your pixel fill rate (on cards that support early-z-reject) -...
Stephen J Baker
sjbaker@...
Mar 5, 2002 3:21 pm
20188
Ok, thanks for clarifying. I guess I just need to think a little harder and longer... My practical problem that emerged before I asked question about Q3...
Tatsujin
tatsujin@...
Mar 5, 2002 3:57 pm
20189
There's a bunch of TexEnv parameters which can be used to emulate many of the BlendFunc parameters, depending on what they are. However, John Carmack has said...
Jon Watte
hplus@...
Mar 5, 2002 5:04 pm
20190
... The specification explicitly states what values you should use for the "priority" argument. Change it from 0.1 to 0.7 to get AGP memory, or 1.0 to get VRAM...
Jon Watte
hplus@...
Mar 5, 2002 5:40 pm
20191
Ah, I see, thanx. Hmm... what other kinds are there? I mean, any other method would make the base texture darker with detail than without...? Nothing...
Tatsujin
tatsujin@...
Mar 5, 2002 5:56 pm
20192
I missed the start of this so... ... Ummm... each texture stage just calls glBlendFunc(src, dst)? Blending functions are effecting multitexturing too! (Or did...