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@...
Dec 1, 2002 8:35 am
21675
Hi there, for some reason I switched my desktop in 8bits mode, and ran the small prog I had just 'finished'... but at my surprise the prog ended early,...
Lorenzo Pastrana
pastrana@...
Dec 2, 2002 9:51 am
21676
Most hardware OpenGL implementations (on Windows) don't support 8-bit mode. In that case, when you create a context, you are almost certainly using a generic...
Pat Brown
pbrown@...
Dec 2, 2002 3:52 pm
21677
... Mmmh.. so Ihave no chance to use extensions back on software (MS) mode.. Right, that's it, no comments... :/ Thanks for the info.. ;) ... FAQ and OpenGL...
Lorenzo Pastrana
pastrana@...
Dec 2, 2002 7:01 pm
21678
I'm trying to port my engine to OpenGL and I got SDL up and running, but even though I include gl.h and glu.h the compiler claims that glGetString and similar...
Odin Jensen
odin@...
Dec 3, 2002 12:03 pm
21679
Hi, You need to add -lGL -lGLU in your linking command (where you have something like -lSDL -lpthread). This will make sure that you link against the OpenGL ...
Vlad Stamate
vlad.stamate@...
Dec 3, 2002 12:23 pm
21680
... SDL has a portable OpenGL header: <SDL/sdl_opengl.h>. Caveat: this includes an older glext. Define NO_SDL_GLEXT beforehand if that's a problem. HTH+good...
Jan Wassenberg
urkt@...
Dec 3, 2002 5:07 pm
21681
Dear all, I was writing a pixel shader for OpenGL, using the NV30 emulator, and I had a performance question. Is it faster to have a few less instructions, or...
Jesse Laeuchli
jesse@...
Dec 3, 2002 5:29 pm
21682
Hi, As I remembered it. SDL.h includes the relevent gl.h and glu.h headers for you, all you need is to add the compiler script sdl-config?? to the Makefile....
J. Grant
jg-lists@...
Dec 3, 2002 6:20 pm
21683
Nope, just checked through the code and the debug and release versions have consistent data. The parameters for glDrawElements and glLockArraysEXT are the same...
Andrew Newton
anewton@...
Dec 3, 2002 6:49 pm
21684
Just a thought. Might have something in an assert that is causing a side effect... I would go through all your defines for both builds and see what is...
Leigh McRae
leigh.mcrae@...
Dec 3, 2002 7:21 pm
21685
Hi, I would say that it depends on your bottleneck. If you are fillrate-bound, then fewer instructions would probably be faster. If you are bandwidth-bound,...
Ray
ray@...
Dec 3, 2002 7:28 pm
21686
... Does it get faster if you build in release mode but turn off inlining? There may be a function getting inlined that's killing your cache. -Adam ... FAQ and...
Adam Hupp
hupp@...
Dec 3, 2002 8:16 pm
21687
I believe that, looking long term, speed of execution of fragment programs will increase faster than speed (and latency!) of texture fetches. Thus, I'd prefer...
Jon Watte
hplus@...
Dec 3, 2002 11:43 pm
21688
Hello Everyone, I've been a long term listener to this board and I would like to thank everyone that is involved. Even though I primarily use DX I still like...
Ken Noland
nippbit@...
Dec 4, 2002 1:22 am
21689
... If you can use vertex shaders, you shouldn't have any trouble shifting to ARB_vertex_program... it's just a lot nicer to use (IMHO) using naming constructs...
Leath Muller
leathm@...
Dec 4, 2002 1:49 am
21690
... To get started on OpenGL, there's a whole lot of samples with tutorial web pages at http://nehe.gamedev.net/ -- these are not the greatest from a formal...
Jon Watte
hplus@...
Dec 4, 2002 1:55 am
21691
Check out www.cgshaders.org ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Wednesday, December 04, 2002 2:04 AM ...
Jesse Laeuchli
jesse@...
Dec 4, 2002 8:27 am
21692
How exactly would you use the texture matrix to scroll a texture without touching it's UVs? Thanks Odin ... FAQ and OpenGL Resources at: ...
Odin Jensen
odin@...
Dec 4, 2002 9:56 am
21693
You have to change the current matrix to the Texture matrix then you can treat in the same way as any other GL matrix... The following code would scroll the...
Andrew Newton
anewton@...
Dec 4, 2002 10:42 am
21694
To test the function I have stripped it down to the bare minimum and hard-coded all the constants such as the number of meshes in the model etc. I have also...
Andrew Newton
anewton@...
Dec 4, 2002 12:11 pm
21695
I've spent the last couple of days investigating render-state sorting. It seems to me that fine-grained sorting by state-change will give optimal gl...
Your problem must sit elsewhere. Where does VTune tell you you're spending your time in the two cases (%-agewise) ? Cheers, / h+ ... FAQ and OpenGL Resources...
Jon Watte
hplus@...
Dec 4, 2002 7:16 pm
21698
Robin, You may find this discussion useful: http://makeashorterlink.com/?J3CD25652 -chris ... FAQ and OpenGL Resources at: ...
Christopher Kline
ckline@...
Dec 4, 2002 7:49 pm
21699
I just exchanged my P3 600 with Radeon 8500 for my other P4 1,4 ghz with GeForce3 and all of a sudden in my 30k poly app (+ much more) i get 14 fps where the...
Odin Jensen
odin@...
Dec 10, 2002 11:28 am
21700
Can it be that you are running through a path that was HW accelerated on the Radeon while being SW done on the Geforce 3? Highly possible in my opinion. Vlad...
Vlad Stamate
vlad.stamate@...
Dec 10, 2002 12:05 pm
21701
Perhaps, but even with all the fun stuff turned off (Only single textured, vertex colored surfaces in display lists) it's still slow. It's really odd. In my...
Odin Jensen
odin@...
Dec 10, 2002 12:57 pm
21702
Ahh. AGP is not enabled on my system for some reason. Maybe it's because I installed the NVidia driver before installing everything on my system? Anyone knows...
Odin Jensen
odin@...
Dec 10, 2002 5:12 pm
21703
Sorry. I panicked. A small chipset update fixet my problem. Now it's 200 fps :) Thanks Odin ... FAQ and OpenGL Resources at: ...