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@...
May 1, 2002 9:31 am
20508
I'm using glClear( )with glViewport( ), in an attempt to clear a viewport of my OpenGL Window. I expected the cleared region to be limited to the specified...
jeffrey Rainy
jrainy@...
May 1, 2002 5:59 pm
20509
[2nd attempt at sending this...] Jeff, glViewport() sets the mapping of vertices from normalized device coordinates (in the [-1,1] range) to window...
Cass Everitt
CEveritt@...
May 1, 2002 6:25 pm
20510
I think glScissor effect clears. Leigh McRae ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Wednesday, May 01,...
Leigh McRae
leigh.mcrae@...
May 1, 2002 6:25 pm
20511
Use glScissor to limit the area... ... 3TE Games Cem UZUNLAR http://3tegames.com cemuzunlar@... ... Rainy Sent: 01 Mayıs 2002 Çarşamba 21:19 To:...
Cem UZUNLAR
cemuzunlar@...
May 1, 2002 6:54 pm
20512
You have to use glScissor() function and enable it to make the window only clear the specified viewport. ... Do You Yahoo!? Yahoo! Health - your guide to...
Sean O'Connell
oconnellseanm@...
May 1, 2002 11:41 pm
20513
Hi! I'm a newby. I want to ask about edge antialias for a 3D model. Now I'm doing it this way: - I set the backface as lines, the lines width at 1.5, line...
Marco
rosso28_8@...
May 3, 2002 12:25 pm
20514
Hi all, glLockArrays is reporting an error (invalid operation) but I can't tell what it's having a problem with. This is on multiple video cards, and platforms...
Jay Patel
Jpatel@...
May 4, 2002 5:38 am
20515
Hi all, i'm playing around with OpenGl trying to render terrain. I've read quite a lot stuff on the net how to organize your data for performance issues. ...
Volker Poplawski
poplawsk@...
May 4, 2002 11:13 am
20516
... I ran into a similar problem a while back. I didn't find a nice solution so you can stop reading here if you want :-) I wanted to convert the terrain demo...
Steffen Higel
higels@...
May 4, 2002 1:15 pm
20517
As a matter of fact, I'm working on this exact problem this weekend. However, I'm working in DirectX. I'm sure it wouldn't be too hard to convert it to ...
David Durant
ddurant@...
May 4, 2002 4:00 pm
20518
... A terrain should strip very well, assuming it doesn't have lots of jagged edges and texture discontinuities. Typical texture engines create one texture per...
Jon Watte
hplus@...
May 4, 2002 4:02 pm
20519
Are you getting the error right after the lock arrays call? glGetError(); //finds none glLockArraysEXT(); glGetError(); //Invalid operation If this is indeed...
Evan Hart
ehart@...
May 4, 2002 5:31 pm
20520
... Could you be a bit more detailed about that point. I can't think of any way (at least to my OpenGL knowledge) of having separated normals etc and still...
Volker Poplawski
poplawsk@...
May 4, 2002 9:03 pm
20521
Nice catch Evan. JMS thanks for your reply as well. Jay ... Sent: Saturday, May 04, 2002 11:08 AM To: Multiple recipients of list OPENGL-GAMEDEV-L Are you...
Jay Patel
Jpatel@...
May 4, 2002 9:54 pm
20522
... I'm assuming DrawElements() and that each strip in your strip direction can actually be rendered as a strip. If there isn't even sharing between successive...
Jon Watte
hplus@...
May 4, 2002 11:28 pm
20523
It's been ages since I messed with either of those... but I seem to recall using at least a 512x512 with both. The only trouble I can recall with larger...
Manny
manny@...
May 6, 2002 8:21 pm
20524
Dear all, I'm working a program that really really needs to have textures bigger then 256x256. If i use the M$ or the SGI software implemention of opengl will...
Jesse Laeuchli
jesse@...
May 6, 2002 8:23 pm
20525
Hi, the maximum texture size is hardware dependent. For example, on a Voodoo1 the maximum is 256x256, and on a GeForce2 the maximum is 2048x2048. So, you...
Pacôme DANHIEZ
p.danhiez@...
May 6, 2002 8:32 pm
20526
i think it's only the early voodoo series that had that limitation.. you can query the size via glGetInteger(GL_MAX_TEXTURE_SIZE,variable); ... From: Jesse...
Mikael Alfredsson
Mikael@...
May 6, 2002 8:37 pm
20527
Software implementation texture limit is 1024 x 1024. Hardware varies. You can force software rendering when you select pixel format if you need to. Some...
Miserocchi, Nathan
NPMiserocchi@...
May 6, 2002 8:52 pm
20528
beware though the maximum size reported depends on the image type eg IIRC my vanta reports back 2048x2048 but i cant use RGBA sized textures that big only...
zed
siegfrieds_tod@...
May 7, 2002 3:16 am
20529
Also keep in mind that even though 2048x2048 might be supported there are PCI cards out there that can't fit two of this size in video memory and therefore a...
Daniel Vogel
vogel@...
May 7, 2002 4:24 am
20530
Sorry, but which pixel format do I select to force software? ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent:...
Jesse Laeuchli
jesse@...
May 7, 2002 6:35 pm
20531
It's in here. See the InitRenderingContext method. int ChoosePixelFormatEx(HDC hdc,int *p_bpp,int *p_depth,int *p_dbl,int *p_acc) { int wbpp; if (p_bpp==NULL)...
Miserocchi, Nathan
NPMiserocchi@...
May 7, 2002 7:16 pm
20532
I've been writting a new FAQ in my free time. It's actually hosted here: http://talika.eii.us.es/~titan/ogl/faq/ It's in html format instead of plain text,...
Ignacio Castaño
castanyo@...
May 7, 2002 11:28 pm
20533
Hey, Thanks for the info. However, when I tried to set the pfd.dwFlags to PFD_GENERIC_FORMAT, it failed to function correctly on a voodoo card. Can you not...
Jesse Laeuchli
jesse@...
May 9, 2002 4:55 pm
20534
Sorry, I don't know -- never played with a voodoo card. -Nathan ... Sent: Thursday, May 09, 2002 1:47 PM To: Multiple recipients of list OPENGL-GAMEDEV-L Hey, ...
Miserocchi, Nathan
NPMiserocchi@...
May 9, 2002 5:17 pm
20535
Hi! I have to write a simulation that runs in software on old machines (~P200MMX), so I thought, I'd use total wireframe rendering (using GL_LINES, not...
Andras Balogh
bandi@...
May 9, 2002 6:16 pm
20536
Is your viewport the same size in both windows? If not--it's the full size of the window--you're going to burn more CPU cycles just doing the clear(s) of your...