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@...
Apr 1, 2003 9:08 am
22258
Hi guys Does the Quadro4 980xgl (or Quadro fx ) support active stereo (stereo ready) with 2 monitors?. I would want to use nview with active stereo, and the ...
Hi guys, I have a planet and need to add athmosphere effect to it. (usually this is a blue haze around). The only thing that comes to mind is to create a...
Stanislav Blinov
kerry@...
Apr 1, 2003 7:18 pm
22260
There is one technique we did on a game here. We created an additional set of spheres around the planet, and inverted the face normals. That way it doesn't...
Pete Brubaker
PBrubaker@...
Apr 1, 2003 7:46 pm
22261
Again sorry for dumb question.. I'm trying to call glActiveTextureARB and VC tells me that it's undeclared, though I'm using latest glext.h and there's a ...
Stanislav Blinov
kerry@...
Apr 1, 2003 8:28 pm
22262
Does anyone knows what can be the reason for model to appear unsmoothed even if shade model is set GL_SMOOTH? I'm loading Lightwave object and even in...
Stanislav Blinov
kerry@...
Apr 1, 2003 8:53 pm
22263
Thanks, I'll try it. I also thought of this. "inverted the face normals" - does this mean that I should add negative sign to normals values? -- Credo Quia...
Stanislav Blinov
kerry@...
Apr 1, 2003 8:59 pm
22264
... This is from NVIDIA's Linux driver README - maybe this is what you want? ========= Option "Stereo" "integer" Enable offering of quad-buffered stereo...
Bert Freudenberg
bert@...
Apr 1, 2003 9:20 pm
22265
If you are using windows what you need to do if you already have not is to gain the address of the extension to be able to use it. (Linux already does this...
ZoomPicard
zoomp5@...
Apr 1, 2003 9:33 pm
22266
I'd say it was the normals. Does it look smooth in lightwave? ... ...
chip@...
Apr 1, 2003 9:54 pm
22267
Stanislav, Shading in fixed-function pipeline bases on normals provided with your geometry. I don't know how you export objects from Lightwave using plug-in or...
Lukasz Migas
L.Migas@...
Apr 1, 2003 10:11 pm
22268
How do vertex arrays and multitexturing interact? Would the following be the right way to setup an array containing 2 set of texture coordinates? ...
DMKeenan@...
Apr 1, 2003 11:26 pm
22269
... No. ... To set up multitexture vertex arrays, you need to call glClientActiveTexture(), not glActiveTexture(). ... I presume you meant to say...
Pat Brown
pbrown@...
Apr 2, 2003 6:51 am
22270
Hi I have a problem with the vertex array range. My model is so big that i must reserve at least two chunks of memory to store it in video memory. I would like...
Amundarain, Aiert
aamundarain@...
Apr 2, 2003 12:27 pm
22271
... Render to texture target, and use a fragment program to texture out of this with filtering to create a glow/halo. Cheers, / h+ ... FAQ and OpenGL Resources...
Jon Watte
hplus@...
Apr 2, 2003 5:12 pm
22272
... If the card won't give you a single chunk, then it's unlikely to have enough resources to actually do anything useful with two separate chunks. ... No....
Jon Watte
hplus@...
Apr 2, 2003 5:33 pm
22273
Yes. --P ... Sent: Tuesday, April 01, 2003 12:04 PM To: Multiple recipients of list OPENGL-GAMEDEV-L Thanks, I'll try it. I also thought of this. "inverted the...
Pete Brubaker
PBrubaker@...
Apr 2, 2003 6:12 pm
22274
But will this works on GeForce 2? I believe that will not. -- Credo Quia Absurdum Est ... -> Render to texture target, and use a fragment program to texture ->...
Stanislav Blinov
kerry@...
Apr 2, 2003 7:48 pm
22275
Hi, I have a problem in readpixel function. The code is like this: ...... //record the time using QueryPerformanceCounter function ...
zyx2003@...
Apr 3, 2003 12:34 am
22276
No fragment programs on GF2. But that wasn't part of the original question. Anyway, you could also use GENERATE_MIPMAPS and the LOD depth bias and draw a few...
Jon Watte
hplus@...
Apr 3, 2003 1:25 am
22277
You NEVER EVER EVER EVER EVER EVER EVER want to read pixels in a performance critical situation. Video memory is made for writing data. First off, when you...
Kevin Bray
ebray99@...
Apr 3, 2003 4:15 am
22278
... Could be... what is width x height? How much rendering have you done? etc etc... Grabbing a 1600x1200x32 buffer is slower than 320x240x32 for example, and...
Leath Muller
leathm@...
Apr 3, 2003 4:37 am
22279
... Technically, it is meant to be read from, just not written to system memory... :) Texture accesses have to come from somewhere! If the HW supports deferred...
Leath Muller
leathm@...
Apr 3, 2003 5:48 am
22280
... Pixel_Data_Range extension (Nvidia) should be able to do solve the last problem. At least it allows asynchronous processing. Eero ... FAQ and OpenGL...
Eero Pajarre
epajarre@...
Apr 3, 2003 7:33 am
22281
Still, 0.4 s per read is way too slow. You might be setting some parameters that the HW can't handle directly, which forces the driver to go into slow software...
Christian Laforte
claforte@...
Apr 3, 2003 4:19 pm
22282
Also if you are doing something like glDrawElements(100000000 elements) glReadPixels(...) Obviously the ReadPixels call will have to synchronize and will not...
Vlad Stamate
vlad.stamate@...
Apr 3, 2003 4:34 pm
22283
Video memory is also made for blend, which is a read-modify-write operation. Most of the time, they don't put this logic in the actual video memory, so the...
Jon Watte
hplus@...
Apr 3, 2003 6:50 pm
22284
Heh, well, I should have been much more specific =P. I was mainly thinking from the application programmer's point of view. Basically, what I should have...
Kevin Bray
ebray99@...
Apr 4, 2003 6:07 pm
22285
I have another multitexturing question. Can I take a cube-map and a tangent-space normal map and combine them with env_dot3 and then modulate the results by...