Hi, all test, just test :) ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: ags INET: ags@... Fat...
ags
ags@...
Feb 1, 2003 8:12 am
21981
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@...
Feb 1, 2003 8:32 am
21982
"Had this been a real post, it would have contained witty word play, dire conspiracy theories, and material applicable to the OpenGL-Gamedev mailing list." ......
Jon Watte
hplus@...
Feb 1, 2003 6:21 pm
21983
Hi! I and some friends are currently writing lightingfunctions in our engine using a rather simple vertex-program. The basic lightcalculation is no problem,...
Mårten Svanfeldt
developer@...
Feb 3, 2003 12:34 pm
21984
I have found parameter tracking to vary between nvidia and ATI cards. Some of it has improved with driver updates, but I've decided to only use program env...
Jon Watte
hplus@...
Feb 3, 2003 5:29 pm
21985
I don't see this extension in the WGL_ extension list? I read somewhere the only way of using the same RC for the main window and pbuffers is when using...
Joris Mans
joris.mans@...
Feb 5, 2003 2:30 am
21986
Hello, I was wondering if I could get feedback from others here on frame and polygon rates. I'm using a ATI - A.I.W. (not the latest and greatest thing,...
Wm N. Ye|land
lxxvi@...
Feb 5, 2003 11:10 am
21987
With an old PCI card like that (or one that doesn't take advantage of AGP) your frame rates seem ok to me. Regards Odin ... FAQ and OpenGL Resources at: ...
Odin Jensen
odin@...
Feb 5, 2003 11:46 am
21988
Wm N. Ye|land wrote: What I really would like to know, what numbers are you getting? Many thanks. These numbers are with win2000 and GF4Ti4200 Drawing polys...
Toni
toni@...
Feb 5, 2003 1:33 pm
21989
Is this a RAGE based all in wonder? If so, your vertices-per-frame number will depend largely on your CPU, not your graphics card; the graphics card only does...
Jon Watte
hplus@...
Feb 5, 2003 7:21 pm
21990
I get 89 fps with 30577 polys (2721353 tris/sec) in 800x600/32 and 60 textures on my P4 1,4mhz with 64mb Geforce3 That's with display lists for static geometry...
Odin Jensen
odin@...
Feb 5, 2003 7:27 pm
21991
Hi, does anyone have a good example on how to use GL_APPLE_vertex_array_range? my code is actually slower using that than not using that extension. I also get...
Ray
ray@...
Feb 6, 2003 4:46 am
21992
... I don't know about the "APPLE" extension but some issues related to the "NVIDIA" version (on PC/Windows...): (you might find some examples using NVIDIA_VAR...
Eero Pajarre
epajarre@...
Feb 6, 2003 7:29 am
21993
Hmmm, thanks. The APPLE one doesn't work the same as the nvidia one. I would say the APPLE one is easier to use. I can use any memory (malloc for example) and...
Ray
ray@...
Feb 6, 2003 9:06 am
21994
... Similar usage rules might still apply. BTW I remembered couple of more things: 5) You should "never" read the AGP memory, only write to it. I don't really...
Eero Pajarre
epajarre@...
Feb 6, 2003 11:03 am
21995
Hi! Sorry about my english, I'm hungarian. I'm writing an OpenGL application which can read and display a 3DS file. With some examples it doesn't work well. I...
Barta Tamás
barta_tamas@...
Feb 6, 2003 12:59 pm
21996
Hi! Sorry about my english, I'm hungarian. I'm writing an OpenGL application which can read and display a 3DS file. With some examples it doesn't work well. I...
Barta Tamás
barta_tamas@...
Feb 6, 2003 1:26 pm
21997
STOP SENDING ATTACHEMENT TO THIS LIST. i dunno if this is in the rules of the list. still ..... thx. ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" ...
Nicolas EYPERT
rimshak@...
Feb 6, 2003 2:35 pm
21998
... That sounds odd. Are you enabling/ disabling VAR a lot? NVIDIA has NV_VAR2 which allows disabling without flushing which Apple doesn't have but I can't ...
Daniel Vogel
vogel@...
Feb 6, 2003 4:04 pm
21999
Honestly, I don't know it either, but I think this is a quite "loose" list. ( in comparison to GDA). I honestly would prefer a 100% opengl-related list either,...
Joris Mans
joris.mans@...
Feb 6, 2003 4:19 pm
22000
We use dynamic AGP mapping thus there is really no penalty for reading or writing the memory. See the VertexPerformanceTest sample code that can found from...
Geoff Stahl
gstahl@...
Feb 6, 2003 5:33 pm
22001
... For my APPLE_vao, I allocate a big chunk of memory that I put my vertex, normal, and texcoord into. Then I tell the extension to use that memory. For...
Ray
ray@...
Feb 6, 2003 7:27 pm
22002
Hi all, I know it's not a common question, but is there someone who has tried coding OpenGL on AmigaOS 4.0 ? If yes, what do you think about performances and...
Pacôme DANHIEZ
p.danhiez@...
Feb 6, 2003 10:43 pm
22003
Dear All, In most Per Pixel Lighting examples the light vector needs to be transformed to surface-local space. However, I was reading in the nVidia docs that...
Jesse Laeuchli
jesse@...
Feb 7, 2003 12:25 pm
22004
[bounced the first time saying that the mail server was running out of disk space] ... Might be a costly operation. ... How do compiled vertex arrays interact...
Daniel Vogel
vogel@...
Feb 7, 2003 6:17 pm
22005
Do people really transform the light vector into surface space? That would make reflection coordinate generation much harder, wouldn't it? You're sending in a...
Jon Watte
hplus@...
Feb 7, 2003 7:38 pm
22006
... I would submit that a good driver could make use of the information you give it in LockArrays(); i e, LockArrays() + DrawElements() is about the same level...
Jon Watte
hplus@...
Feb 7, 2003 7:47 pm
22007
Yep, I know some of those operations may be costly, but setting var(0,0) locked up the OS when exiting. Probably a bug in my game, but before it crashed there...
Ray
ray@...
Feb 7, 2003 8:42 pm
22008
... Ran into the same issue which I believe is an OS bug. You want to make sure you unmap the region before freeing the memory. This implies unmapping before...
Daniel Vogel
vogel@...
Feb 7, 2003 10:23 pm
22009
... In our current implementation, costly operation is changing the range location or size, since that changes what memory has to be wired down and mapped into...