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Messages 22078 - 22107 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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22078
... Have to agree -- I write a lot of multithreaded stuff, but I still keep all GL based stuff (reading and writing) in a single thread. Unless a really good...
Leath Muller
leathm@...
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Mar 2, 2003
11:40 pm
22079
... Oops, did I ever get back to you on this? I apologise if I didn't!!! Leathal. ... FAQ and OpenGL Resources at: ...
Leath Muller
leathm@...
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Mar 3, 2003
12:29 am
22080
Hi, I have a newbie question about rectangular (but still power-of-2) textures. Are they supported in OpenGL, yes or no ? What I'm seeing is very confusing....
Pierre Terdiman
p.terdiman@...
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Mar 5, 2003
8:25 pm
22081
... Yes, they're supported. ... AFAIK, what works in D3D, works in OpenGL. ... Thats probably something else. Do you check for opengl errors? ... The texture...
Santeri Hernejärvi
gray@...
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Mar 5, 2003
8:55 pm
22082
It has to do with the smallest mipmaps....OpenGL is slightly different and assuming I recall correctly the sizes go like this for example a 128x32 128x32 64x16...
Gribb, Gil
ggribb@...
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Mar 5, 2003
9:00 pm
22083
Yes, non-square power of 2 textures are supported. You can also use them with mipmapping. You don't need any extensions to use them, just use regular gl calls....
Christian Laforte
claforte@...
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Mar 5, 2003
9:10 pm
22084
... Non square power of two textures are ok in OpenGL, no extensions needed. (I think the extension is for not-power-of-2 textures) If you use mipmaps you just...
Eero Pajarre
epajarre@...
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Mar 5, 2003
9:11 pm
22085
... What do you mean ? I'm using gluBuildMipmaps most of the time so I guess it should compute all required mipmaps, shouldn't it ? ... I'm very glad to hear...
Pierre Terdiman
p.terdiman@...
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Mar 5, 2003
9:27 pm
22086
... Hi -- Yes, non-square power-of-two textures are supported in OpenGL. I suspect that your mipmapping problem stems from the fact that OpenGL requires...
Eric Lengyel
lengyel@...
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Mar 5, 2003
9:32 pm
22087
Yes, non-square power of 2 textures are supported. You can also use them with mipmapping. You don't need any extensions to use them, just use regular gl calls....
Pierre Terdiman
p.terdiman@...
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Mar 5, 2003
9:55 pm
22088
... Did you set MIN/MAG_FILTER parameters with glTexParameter()? arkadi. ... FAQ and OpenGL Resources at: ...
Arkadi Shishlov
arkadi@...
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Mar 5, 2003
10:38 pm
22089
The texture min and mag filters maybe? ... From: Pierre Terdiman To: Multiple recipients of list OPENGL-GAMEDEV-L Sent: Wednesday, March 05, 2003 10:19 PM ...
Mikael Alfredsson
Mikael@...
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Mar 5, 2003
10:38 pm
22090
The clamp mode has to be GL_CLAMP or GL_CLAMP_TO_EDGE. No mipmap filtering - ie only Nearest. Textures coordinates are in image space, not in normalized space,...
Sebastien Domine
SDomine@...
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Mar 5, 2003
11:09 pm
22091
... Linear is allowed too and actually works by default, both for minification and magnification. arkadi. ... FAQ and OpenGL Resources at: ...
Arkadi Shishlov
arkadi@...
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Mar 5, 2003
11:58 pm
22092
I can't recommend the OpenGL specification (version 1.4 available as PDF from www.opengl.org) enough. It's excellent. Get it and read it, especially the part...
Jon Watte
hplus@...
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Mar 6, 2003
12:15 am
22093
... A texture isn't resident just because it's bound. You need to draw some geometry using it, and Finish(), to "make sure" it's resident. Evenso, some...
Jon Watte
hplus@...
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Mar 6, 2003
12:31 am
22094
... <snip> ... <snip> ... It doesn't capture anything, it just sets the currently active texture, on which subsequent calls operate on. So this call isn't...
Santeri Hernejärvi
gray@...
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Mar 6, 2003
12:57 am
22095
... This is correct, when using the NV_texture_rectangle extension, which he isn't. He's using rectangular ^2 textures. AFAIK. .s ... FAQ and OpenGL Resources...
Santeri Hernejärvi
gray@...
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Mar 6, 2003
1:09 am
22096
duh! Please discard while I was discribing NP2 textures limitations... -s ... Sent: Wednesday, March 05, 2003 2:55 PM To: Multiple recipients of list...
Sebastien Domine
SDomine@...
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Mar 6, 2003
1:23 am
22097
Stupid question but does could anyone recommend an open source library for loading TIFF and JPEG images under windows, linux, and irix? For years I've been...
DMKeenan@...
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Mar 6, 2003
2:35 am
22098
Try libtiff, http://www.libtiff.org/ , and libjpeg, http://www.ijg.org/ -Phil ... -- Phil Chu philipchu@... http://www.technicat.com/ ... FAQ and...
Phil Chu
philipchu@...
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Mar 6, 2003
3:44 am
22099
DevIL seems to be popular these days. Cheers, / h+ ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Jon...
Jon Watte
hplus@...
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Mar 6, 2003
3:58 am
22100
Thanks for all the answers. Cumulative replies follow. ... Yes, it's done later at runtime, as each texture can have different filters in my engine. ... This...
Pierre Terdiman
p.terdiman@...
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Mar 6, 2003
7:34 am
22101
and you set the min filter to a valid mipmap filter (GL_NEAREST_MIPMAP_NEAREST)? ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" ...
Mikael Alfredsson
Mikael@...
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Mar 6, 2003
8:45 am
22102
Hi, Another quick question about the clipping hint extension. I use it that way ... glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, flag ? GL_NICEST : GL_FASTEST); Is...
Pierre Terdiman
p.terdiman@...
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Mar 6, 2003
9:52 am
22103
... Yes. Here's an example of what I see : http://www.codercorner.com/Mipmap.jpg http://www.codercorner.com/NoMipmap.jpg "TFP_NONE", "TFP_POINT" and...
Pierre Terdiman
p.terdiman@...
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Mar 6, 2003
10:33 am
22104
Yes, you should use either GL_NICEST, GL_FASTEST or GL_DONT_CARE. Th reason for using those constants rather than GL_TRUE or GL_FALSE is that all hints should...
Vlad Stamate
vlad.stamate@...
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Mar 6, 2003
10:44 am
22105
... If the mipmaps are all there then _any_ filter should work. The following is a typical sequence of calls that get a single texture ready for use: ...
Tom Nuydens
t.nuydens@...
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Mar 6, 2003
11:57 am
22106
... Looking at the messages it occured to me, that you might not have noticed one thing in OpenGL textures: (if I am saying this incorrectly someone else will...
Eero Pajarre
epajarre@...
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Mar 6, 2003
12:05 pm
22107
... example ... Well, that's why I thought glBindTexture() was capturing filters as well (see one of my other posts). Now, I realize that it might not be the...
Pierre Terdiman
p.terdiman@...
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Mar 6, 2003
1:11 pm
Messages 22078 - 22107 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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