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@...
Nov 1, 2002 8:34 am
21536
FWIW, I've been trying to do just that as part of our development, we've got our own binary format, but I've just started an effort to define a public XML spec...
Kerry L. Bonin
kerry@...
Nov 2, 2002 7:04 am
21537
Well Everyone, Some of you may recall that I posted a question about the 3DS File format a week or so ago... well my 3DS loader is finished. After integrating...
Yaman Salahi
yaman@...
Nov 3, 2002 8:36 am
21538
Check out http://www.3dcafe.com/asp/meshes.asp you might find some useful meshes there. ... Sent: den 3 november 2002 09:18 To: Multiple recipients of list...
Hansen, Daniel
Daniel.Hansen@...
Nov 3, 2002 1:04 pm
21539
Even if it uses a .bmp file or .jpg or whatever for texture, it would be trivial to just convert that image offline to .tga and just convert all referenced map...
Jon Watte
hplus@...
Nov 3, 2002 6:37 pm
21540
Are there any samples anyone can point me to that give me an idea of how to get the texgen.state stuff working in a vertex program? ... Do you Yahoo!? HotJobs...
Paul Jacobs
paul_r_jacobs@...
Nov 4, 2002 10:37 pm
21541
Oops. state.texgen I meant. Also, I'm interested in the eye space case... Paul Jacobs <paul_r_jacobs@...> wrote: Are there any samples anyone can point...
Paul Jacobs
paul_r_jacobs@...
Nov 4, 2002 10:57 pm
21542
... Can you be a little more specific -- texgen is skipped by the standard GL pipe when you are using vertex programs... you simply have to specify the texgen...
Leath Muller
leathm@...
Nov 4, 2002 11:27 pm
21543
The extension spec shows a sample that does the lighting for a single light, presumably just as the normal T and L engine does it. I was looking for a similar...
Paul Jacobs
paul_r_jacobs@...
Nov 5, 2002 12:08 am
21544
Your syntax is indeed incorrect. The "{" and "}" around the state binding specifies an array of bindings. "tm0s" is declared as a single parameter. So, PARAM...
Pat Brown
pbrown@...
Nov 5, 2002 2:16 am
21545
Just me, or no traffic? :) Leathal. ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Leath Muller INET:...
Leath Muller
leathm@...
Nov 8, 2002 4:57 am
21546
... The Leath Muller humanoid is growing suspicious. We must resume the "OpenGL mailing list simulation", otherwise it will be harder to continue the ...
Colin Fahey
cpfahey@...
Nov 8, 2002 9:44 am
21547
I've been toying around with getting the DOT3 ARB extension to work in my app. I found a few samples using the DOT3 EXT extension (which should be similar) and...
Odin Jensen
odin@...
Nov 8, 2002 12:03 pm
21548
I'm using it now and it's easy to use. You need to make sure texture_env_combine exists though. And you need to make sure you check for bot the EXT and ARB...
Ray
ray@...
Nov 8, 2002 5:42 pm
21549
Ok. My problem may be elsewhere. Can I use glMultiTexCoord2fARBin a display list? Thanks Odin BTW : Do you use the ARB or the EXT combiner constants? ... FAQ...
Odin Jensen
odin@...
Nov 8, 2002 8:53 pm
21550
Not sure, I use texcoordpointers for all of our rendering. Here's my setup for dot3: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); ...
Ray
ray@...
Nov 8, 2002 10:23 pm
21551
Hi everyone! Being a beginner at game programming and OpenGL, I have a couple of questions for you guru guys :) I hope that this isn't OT, but I've been...
Gregor Brunmar
gregor.brunmar@...
Nov 9, 2002 10:33 am
21552
You typically don't modify data in place. Typically, there will be (at least) the following split in objects: Actor (the "game object") Mesh (geometry...
Jon Watte
hplus@...
Nov 9, 2002 5:50 pm
21553
Hello Guys When the texture coordinate for a pixel is not in [0,1], I don't want to clamp the texture coordinate to [0,1], because it gives a boundary image ...
There is a border color that's used when you have specified no image border. If you set your wrapping mode to GL_CLAMP_TO_BORDER, you will clamp to the border...
Jon Watte
hplus@...
Nov 10, 2002 6:34 pm
21555
Hi Jon Watte Thanks again for your help. I tried the GL_ARB_texture_border_clamp extension in the geForce4, and it works. I found that for the 3D textured...
Rhadamés Carmona
rcarmona@...
Nov 10, 2002 11:55 pm
21556
Hmm. Still can't get the damn thing to work. I use glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV,...
Odin Jensen
odin@...
Nov 11, 2002 8:38 am
21557
I got it to work now if I inverse my bumpmaps? What's wrong here :) Thanks Odin ... FAQ and OpenGL Resources at: ...
Odin Jensen
odin@...
Nov 11, 2002 10:16 am
21558
How do I convert the light vector into tangent space? All examples I've seen, either uses some NV pixel shader specific extension or place the light color +...
Odin Jensen
odin@...
Nov 11, 2002 1:51 pm
21559
Check first this: 0.) Does it work without the display lists? 1.) Are the normals (map and coded light vector) correctly translated into the color space...
Olivier.Chatelain@...
Nov 11, 2002 2:05 pm
21560
Yes, you have to transform your light vector in the tangent space of the texture AND code them into unsigned color range Then the OpenGL will do the following...
Olivier.Chatelain@...
Nov 11, 2002 2:21 pm
21561
In DirectX I can have a stage where I blend in the diffuse color for instance, but without setting an additional texture. Can I do a similar thing in GL? I...
Odin Jensen
odin@...
Nov 11, 2002 2:36 pm
21562
Ahh ok. How exactly do I transform into tangent space (I know how to do per-pixel lightmaps, but there's no tangent computations involved :) Thanks Odin ... ...
Odin Jensen
odin@...
Nov 11, 2002 2:36 pm
21563
Would it be best to place the Actor/Mesh/Material into a base class and have the different classes overload functions? I was thinking of making a visibleobject...
Bucky
bucky@...
Nov 11, 2002 4:10 pm
21564
You can only do that using texenv_combine. For example, set source0 to Primary and source1 to previous and then do whatever you want. You can look into...