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@...
Jul 1, 2003 8:37 am
22750
Hi all This is my pb: I want to calculate the DOT3_RGB between two "rendered" quad polygon in which a mipmapped texture change over time. ...
federico
pernici@...
Jul 1, 2003 8:13 pm
22751
Hi, how is RGB_SCALE set according to the OpenGL 1.4 spec? It was part of the texture_env_combine extension and was accessed as a TexEnv parameter there....
Bert Freudenberg
bert@...
Jul 2, 2003 6:45 pm
22752
Hello all, does anyone know if color values are clamped to 0..1 when passed between texture stages or is it just clamped when it is about to be written to the...
... Hm, 3.8.5 does say about the result of the "texture function", R_v...A_v : "All of these color values are in the range [0, 1]", and appendix F in 1.2.1...
Bert Peers
bert.peers@...
Jul 4, 2003 1:26 am
22754
Bert, IIRC, RGB_SCALE in OpenGL 1.4 should be functionally equivalent to that found in the EXT/ARB_texture_env_combine extensions. There should probably be...
Pat Brown
pbrown@...
Jul 7, 2003 7:08 pm
22755
Does anyone know some good material to download about colliding contact and resting contact with or without friction? I'm trying to implement a domino...
Roberto Soares Caldas
roberto.caldas@...
Jul 7, 2003 10:57 pm
22756
Should the use of GL_COLOR_ARRAY affect the color stored using the glColor*() functions? This seems to be happening on the nVidia cards that I have (GeForce2...
Jaek
smit2204@...
Jul 8, 2003 9:04 am
22757
... From Red Book (2.ed page 73) "After execution of glDrawElements(), current RGB color, color index, normal coordinates, texture coordinates and edge flag...
Eero Pajarre
epajarre@...
Jul 8, 2003 9:47 am
22758
Roberto, This is off-topic. A better forum for this subject can be found in the gd-algorithm mailing list. Make sure to read their FAQ and search their archive...
Christian Laforte
claforte@...
Jul 8, 2003 1:18 pm
22759
Hello, I'm currently working on my shadows, and after some initial problems I have them up and running. But as shadow-maps only create "black" or "white" I...
Joerg Haubruck
joergh@...
Jul 8, 2003 10:58 pm
22760
Hi, I am trying to do alpha blending to blend several textures on exactly the same surface. The blening works fine. But the problem is that since the surface...
Hsin-Ji Wang
hsinjiw@...
Jul 9, 2003 3:38 am
22761
Does anyone know of a site that has some sample scripts for use with ARB_vertex_program? Thanks, Damin....
DMKeenan@...
Jul 9, 2003 4:47 am
22762
... Polygon offset (added in OGL 1.1) is the normal way to deal with this problem: ...
Timothy Wayper
timmy@...
Jul 9, 2003 5:03 am
22763
... Varios OpenGL samples/templates: http://www.codesampler.com/oglsrc.htm Fixed function pipeline using vertex programs (I like this one): ...
Arkadi Shishlov
arkadi@...
Jul 9, 2003 10:37 am
22764
It might be that you are performing some operations that cause your mesh to lose it's position invariance, thus causing the artifacts that you are probably...
Scott Southurst
Scott@...
Jul 9, 2003 10:58 am
22765
... state ... In the spec, Appendix A (invariance) goes in some detail. You also need to be careful if you're using vertex program extensions, for example in ...
Christian Laforte
claforte@...
Jul 9, 2003 12:12 pm
22766
It wont hurt to use the polygon offset in cases like this ... From: Christian Laforte [mailto:claforte@...] Sent: Wed 2003-07-09 15:04 To: Multiple...
Mikael Alfredsson
Mikael@...
Jul 9, 2003 12:27 pm
22767
Hi, For your second pass you may disable z-buffer writes (glDepthMask(GL_FALSE)) and set the depth test to EQUAL (glDepthFunc(GL_EQUAL)), this should avoid...
flupke
flupke@...
Jul 9, 2003 1:02 pm
22768
... Has anyone seen a similar document showing how to do the fixed function pipeline stages that are replaced by the fragment shader? ... Steve Baker...
Stephen J Baker
sjbaker@...
Jul 9, 2003 1:04 pm
22769
... Actually, this limitation no longer applies (at least in ARB_vertex_program). In the Maya5.0 HW renderer we routinely mix and match vertex lighting (done...
Christian Laforte
claforte@...
Jul 9, 2003 1:27 pm
22770
To clarify Christian's comments, the only way you can safely mix and match fixed-function and vertex program transforms is to use the position invariant...
Pat Brown
pbrown@...
Jul 9, 2003 1:42 pm
22771
I guess I didn't state my problem well. It's my bad. Actually what I am doing now is to render a lot of QUAD_STRIPS in 3D space. Each one of them has their...
hsinjiw
hsinjiw@...
Jul 10, 2003 12:48 am
22772
2003 July 9th Wednesday Hsin-Ji Wang, If the layering is done before the application is used, then maybe the artist can make the overlapping textures in to a...
Colin Fahey
cpfahey@...
Jul 10, 2003 5:58 am
22773
Does the LIT command take any attenuation or spotlight parameters into account when it calculates its diffuse and specular contributions? Damin. ... FAQ and...
DMKeenan@...
Jul 11, 2003 10:58 pm
22774
Is it possible to sum the pixel values (rgba) in a region of the frame buffer? (in hardware) TIA FED. ... FAQ and OpenGL Resources at: ...
Federico Pernici
pernici@...
Jul 12, 2003 1:17 am
22775
... Assuming the OpenGL imaging stuff is implemented in hardware, you could use the histogram extension to get a histogram of the values in a region, and then...
Jean-Francois Panisset
panisset@...
Jul 12, 2003 3:24 am
22776
Dear All, I remember when I was first learning about vertex and fragment programs that there was a diagram, made out of squares and lines, showing each step a...
Jesse Laeuchli
jesse@...
Jul 12, 2003 9:48 pm
22777
A giant diagram, entitled "The OpenGL Machine", in the form of a wall poster, is bundled with the "OpenGL(R) Reference Manual: The Official Reference Document...
Colin Fahey
cpfahey@...
Jul 13, 2003 7:33 am
22778
... I got the diagram with Version 1.2 of the book hanging on my wall. I wish someone would update it to 1.4 though. -- Parveen Kaler <pk@...> ...