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@...
Jul 1, 2002 7:28 am
20837
Hi, I'm new to vertex shaders and I'm thinking of a way to decompress a heightfield compressed with adaptive delta coding in the vertex shader (using data from...
Andras Balogh
bandi@...
Jul 1, 2002 7:36 am
20838
Hi, I think it would be great to have this information available for all platforms! There has been some talk about GLinfo clients for non-Win32 systems on...
Tom Nuydens
t.nuydens@...
Jul 1, 2002 8:21 am
20839
... heightfield compressed with adaptive delta coding >in the vertex shader (using data from previous vertices). This would have the advantage of me not having...
Tony Cox
tonycox@...
Jul 1, 2002 5:07 pm
20840
... No can do, because a shader doesn't have any context (such as which index in the list this vertex is). If all you're worrying about is space, then why not...
Jon Watte
hplus@...
Jul 1, 2002 5:12 pm
20841
... Hi Tom, please send this info to me, I can write a client for linux if I find some free time, and if not, I can surely find someone interested in doing it...
Ignacio Castaño
castanyo@...
Jul 2, 2002 12:58 am
20842
Aaarg I don't get it. I installed the latest detonator drivers. I set in opengl options vsync to "always off", I do not make any vsync change calls in my code,...
Joris Mans
joris.mans@...
Jul 2, 2002 2:00 am
20843
I have a quite simple Win32 screen saver project that uses OpenGL. It's being developed under Win2K with Visual C 6, plus I have a GeForce3 with the 28.32...
Liz Ralston
lralston2@...
Jul 2, 2002 2:27 am
20844
How are you timing your frames? If you're using timeGetTime(), it may have some resolution issues. Try using...
Jon Watte
hplus@...
Jul 2, 2002 4:35 am
20845
... Yeah, I know, but why is that? ... Are the temporary registers cleared for every vertex? I thought about storing the last vertex's data in the temporary...
Andras Balogh
bandi@...
Jul 2, 2002 5:22 am
20846
... Ease of implementation in hardware. It's a physical limitation of the way the current generation of devices work. ... storing the last ... You can't make...
Tony Cox
tonycox@...
Jul 2, 2002 5:38 am
20847
It has nothing to do with that. What I wanted to say is that the vsync "sync" seems random. Sometimes it does sync, sometimes it doesn't, while running the...
Joris Mans
joris.mans@...
Jul 2, 2002 9:46 am
20848
How can you tell that it's syncing or not? You state that on one occasion it synced at 500fps? What kind of monitor do you have to be able to run at 500Hz?...
Scott Southurst
Scott@...
Jul 2, 2002 10:53 am
20849
Well, that is what is the weirdness. I use the timeGetTime() stuff and I just don't understand what happens, also the wglGetSwapIntervalEXT() doesn't help a...
Joris Mans
joris.mans@...
Jul 2, 2002 11:32 am
20850
Hi! I don't know what makes your program freeze, but it is possible to debug a screensaver within VS. When you have a look at the Platform SDK from Microsoft,...
WalaWala
walawala@...
Jul 2, 2002 12:16 pm
20851
It certainly sounds odd. Jon Watte did mention that there may be some issues with timeGetTime() I am not familiar with that function, I have only ever used...
Scott Southurst
Scott@...
Jul 2, 2002 1:05 pm
20852
It seems to me that benchmarking at this kind of speed is, at best, useless. If you program is able to run at 500+ FPS, well, you can be happy, that's about...
jeffrey Rainy
jrainy@...
Jul 2, 2002 1:41 pm
20853
Sorry to say, but this was the response I was fearing for. The only reason I put these numbers here is to show that clearly something is wrong with the vsync....
Joris Mans
joris.mans@...
Jul 2, 2002 2:43 pm
20854
... Yes. after the long duration it took for my post to show up, I was able to find that infomration on the MSDN site. I'm now running the debug version with...
Liz Ralston
lralston2@...
Jul 2, 2002 3:32 pm
20855
Its very simple: timeGetTime is far from being accurate enough to count FPS correctly with that. Use QueryPerformanceCounter instead... Sebastien ... To:...
Sebastien Metrot
meeloo@...
Jul 2, 2002 5:06 pm
20856
... You don't know which order the vertices will be processed in. The vertex cache may cause some index references to not get re-evaluated, for example. Also,...
Jon Watte
hplus@...
Jul 3, 2002 12:37 am
20857
... Does it have anything to do with the window being frontmost or not? Whether the cursor is over it? What other apps are running at the time? The driver may,...
Jon Watte
hplus@...
Jul 3, 2002 12:44 am
20858
timeGetTime() and GetTickCount() use the same source of tick information. (This source sometimes loses up to 20 milliseconds under heavy bus load!) Note that...
Jon Watte
hplus@...
Jul 3, 2002 12:52 am
20859
... Nop, no special apps open, except for vstudio ofcourse, and even without it the same happens. No influence from mousecursor or anything. It's pure random...
Joris Mans
joris.mans@...
Jul 3, 2002 1:05 am
20860
Ok, sorry for my perhaps stupid question, but when you pass a normal as GL_BYTE in glNormalPointer I understand how it works, but what about the vertex attrib...
Joris Mans
joris.mans@...
Jul 3, 2002 4:45 pm
20861
Joris, Not positive if I understand your question completely. If you are referring to the handling of other fixed-point vertex array types in the core OpenGL...
Pat Brown
pbrown@...
Jul 4, 2002 1:27 am
20862
... Your GeForce3 is overheating and locking up the entire system! ;-) Hee, hee! Seriously, this is a possibility. One time my CPU fan stalled (and this was...
Colin Fahey
cpfahey@...
Jul 4, 2002 7:10 pm
20863
Hi guys, I decided to finally optimize my lightmap generator / renderer. I think I know how to combine them into bigger textures and what not, but here's my ...
Matthew Campbell
mcampbel@...
Jul 6, 2002 8:04 am
20864
... You can try to make your lightmap triangle connectivity be very similar to your existing triangle connectivity. When packing your light map, penalize...
Jon Watte
hplus@...
Jul 6, 2002 5:46 pm
20865
Hi, I'm not sure I follow the process.. is there any more info on the topic with maybe more specific descriptions/algorithms? Thanks. -Matt ... FAQ and OpenGL...