int Main( char argv[] ) { // welcome message syscall( CG_COMMAND, CG_PRINTf, "Welcome to the Zerox :: OpenGL NeWs = GrOuP\n" ); return 0; } ReSuLt: Welcome to...
Jacques
jm_1983310@...
Jun 1, 2002 10:34 am
20678
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@...
Jun 1, 2002 10:57 am
20679
int Main( char argv[] ) { // welcome message syscall( CG_COMMAND, CG_PRINTf, "Welcome to the Zerox :: OpenGL NeWs = GrOuP\n" ); return 0; } ReSuLt: Welcome to...
Jacques
jm_1983310@...
Jun 1, 2002 11:19 am
20680
does anyone have source code on how todo this ? it would be of great support! thanks a million! Jacques Mostert Zerox Studios....
use maxscript to convert your 3ds or .max model to a simple collection of vertices and faces and store them in a text or binary file, so that your program...
Thomas Kuriakose
tommy-13@...
Jun 2, 2002 4:18 am
20683
Well, there is the lib3ds project over at Sourceforge, http://lib3ds.sourceforge.net/, http://sourceforge.net/projects/lib3ds/ . It has a example viewer for...
Skreen ^ The Silents
sigge.eriksson@...
Jun 2, 2002 10:32 am
20684
... You could try my PLIB library: http://plib.sf.net - (you need the 'SSG' module) it has a 3DS loader and there are example programs to load and display...
Stephen J Baker
sjbaker@...
Jun 3, 2002 12:44 pm
20685
I've been using the GL_NV_register_combiners extension to do some very particular effects with great success - but now I want to use them to do a small 'tweak'...
Stephen J Baker
sjbaker@...
Jun 4, 2002 7:03 pm
20686
Steve, Fog and separate specular color sum work fine if you just use (or leave) the default final combiner state. Which texenv modes in particular were you...
Cass Everitt
CEveritt@...
Jun 4, 2002 7:41 pm
20687
... Ah - that's OK then. I don't have non-trivial texenv's. Thanks. ... Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation &...
Stephen J Baker
sjbaker@...
Jun 4, 2002 9:51 pm
20688
Hi Is it possible on nvidia GPU's to send compressed vertex data to the GPU? (e.g. normals stored as DWORDS, textures as SHORTS). If so, can someone point me...
Joris Mans
joris.mans@...
Jun 5, 2002 12:25 am
20689
This is standard OpenGL. Look into glTexCoord2s for example, or passing GL_SHORT to glTexCoordPointer. Rumor has it that GeForce cards natively support float,...
Jon Watte
hplus@...
Jun 5, 2002 1:01 am
20690
From my restricted knowledge of XBOX development I thought the XBOX supports normals as DWORDS natively. Is this also exposed on the GeForce cards? And if yes,...
Joris Mans
joris.mans@...
Jun 5, 2002 1:32 am
20691
Hi list, I'm developing an engine support OpenGL and Dx. I have problem with the vertex color agreement: + In OpenGL it's GBRA + In Dx it's RGBA Do any one...
Nguyen Binh
ngbinh@...
Jun 5, 2002 4:11 am
20692
Joris did you want to send texture coords as 16bit fixed point? When I think of using glTexCoord2s, I have it in my head that it will be a cast from a short...
Leigh McRae
leigh.mcrae@...
Jun 5, 2002 4:11 am
20693
Hi, I am developing a 3D engine based on OpenGL for which I need test data. I was wondering, since most of you are also developing 3D engines, which map...
Mohsin Hasan
Mohsin.Hasan@...
Jun 5, 2002 4:25 am
20694
There is no way to have OpenGL use the DirectX color format with glColorPointer. Kind of sucky. -- Daniel, Epic Games Inc. ... FAQ and OpenGL Resources at: ...
Daniel Vogel
vogel@...
Jun 5, 2002 5:04 am
20695
if youre aiming newer cards, then you can convert from GBRA toRGBA in a vertexprogram/shader ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" ...
Mikael Alfredsson
Mikael@...
Jun 5, 2002 6:22 am
20696
Nguyen, Why don't you just do the swizzle when you load your media? For things that generate values on the fly, you can have two versions for the relevant...
Alex Mohr
amohr@...
Jun 5, 2002 6:47 am
20697
... With "no way" I meant: no way that won't degrade performance. If I read the spec correctly in the long (very long?) run OpenGL 2.0 will take care of the...
Daniel Vogel
vogel@...
Jun 5, 2002 7:07 am
20698
DV> There is no way to have OpenGL use the DirectX color format with DV> glColorPointer. Kind of sucky. DV> -- Daniel, Epic Games Inc. Yeah, As far as I know,...
Nguyen Binh
ngbinh@...
Jun 5, 2002 8:52 am
20699
Actually, I've never looked seriously into it, but I think that you could use the color matrix extension to do this. But I doubt that it's efficiently ...
Christian Laforte
claforte@...
Jun 5, 2002 12:34 pm
20700
Sorry to be blunt, but this is all called out in excruciating detail in the OpenGL specification, the PDF for which is available on www.opengl.org (use the 1.3...
Jon Watte
hplus@...
Jun 5, 2002 7:03 pm
20701
... Re-arranging on load isn't all that expensive, though, and you only do it once per model. Your hard disk (or CD!) is likely to be much slower than the byte...
Jon Watte
hplus@...
Jun 5, 2002 7:21 pm
20702
... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Wednesday, June 05, 2002 4:00 PM ... Try and be a little less...
Leigh McRae
leigh.mcrae@...
Jun 5, 2002 8:11 pm
20703
Sorry if you don't like my advice. I'll happily refund the purchase price you paid me. The original requester was mentioning normals in dwords as well as ... ...
Jon Watte
hplus@...
Jun 5, 2002 10:44 pm
20704
... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Wednesday, June 05, 2002 6:33 PM ... Wow. Thank you for this info....
Leigh McRae
leigh.mcrae@...
Jun 6, 2002 4:37 am
20705
Hi Why does glColor() only get applied to the bottom layer of my Multitexture routine. This is how it looks: glBindTexture ( GL_TEXTURE_2D, Layers[0].Info.ID...
Gustave E. Leibbrandt
gustavel@...
Jun 6, 2002 9:32 am
20706
Hi, I've come across a stripification document on the net but I'm not sure how an example from that paper was made. Am I wrong, or can the following image only...