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@...
Aug 1, 2003 8:24 am
22825
... At SigGraph, last week, ATI did say that they have GLSlang implemented in their beta drivers. 3DLabs have drivers available right now. I talked to several...
Stephen J Baker
sjbaker@...
Aug 4, 2003 2:26 pm
22826
Thanks for the info, Jesse ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Monday, August 04, 2003 11:14 AM ... FAQ...
Jesse Laeuchli
jesse@...
Aug 4, 2003 3:11 pm
22827
... I haven't kept up with this lately. Is GLSlang the equivalent of Cg/HLSL? How different is it? It sounds like nVidia may be pulling a 3dfx on us. How...
Garett Bass
gtbass@...
Aug 4, 2003 7:01 pm
22828
... Yes. ... Well, different enough not to be identical - similar enough that once you've got the hang of one of them, the other should come easily. There are...
Stephen J Baker
sjbaker@...
Aug 4, 2003 7:51 pm
22829
... BTW, now that the ARB has signed off on this, the name is "OpenGL Shading Language". ... Even were such agreement achieveable to begin with, it would work ...
Jon Leech
gamedev@...
Aug 4, 2003 10:21 pm
22830
Hi, I'm having the following problem: I need to composite an image together, from input primitives, which come in back to front order. Each primitive has a...
Willem Kokke
Willem.Kokke@...
Aug 5, 2003 3:26 pm
22831
... But if you do not need to do that, then a solution to your problem is to rebase the stencil after each mask. So each mask drawing will have to increment...
Vlad Stamate
vlad.stamate@...
Aug 5, 2003 4:41 pm
22832
I'm not sure if I completely understand what you are trying to accomplish... This is my understanding: Depth IsMask? Value 5 No cccc cc cccc 4...
Rusty Koonce
rusty@...
Aug 5, 2003 6:01 pm
22833
... my ... texture ... My favourite features are the virtual texture memory that sees only those texels actually used in a scene transferred to the card (i.e. ...
Jason Birch
JBirch@...
Aug 6, 2003 2:31 am
22834
I've i get it correct, your idea is to first determine the resulting stencil mask, and then draw the geometry. This will unfortunately not work Let me try to...
Willem Kokke
Willem.Kokke@...
Aug 6, 2003 10:01 am
22835
I'm sorry, but I don't quite understand what you mean here :( Thanks nonetheless! -Willem out ... FAQ and OpenGL Resources at: ...
Willem Kokke
Willem.Kokke@...
Aug 6, 2003 10:08 am
22836
For your movie clip just save and restore the stencil buffer. ie: Main movieclip shape shape mask 1 shape (A) shape -> save stencil glReadPixels(...,...
Vlad Stamate
vlad.stamate@...
Aug 7, 2003 10:04 am
22837
Ok, maybe I can explain myself better this time. Lets say you have to draw somehting like that: Depth Object Shape Screen Stencil 1 mask --- --...
Vlad Stamate
vlad.stamate@...
Aug 7, 2003 10:36 am
22838
Thanks, I perfectly understand you now, and it definitely taught me a new trick, however, I don't think this will work After rebasing, you loose the...
Willem Kokke
Willem.Kokke@...
Aug 7, 2003 1:48 pm
22839
Hi all. I have a somewhat subtle issue that I was hoping someone could help me with. We are developing an openGL intensive activeX control which makes heavy...
Gregg Arpin
garpin@...
Aug 7, 2003 7:26 pm
22840
Is very importan for me, donīt open my graphics in a Window (like is usual), only I want to save my graphics in a file in format "tga". I know the way to save...
Eduardo Vazquez Ferna...
evazquez@...
Aug 8, 2003 4:41 am
22841
Apologies for the seemly daft question: When I query the available pixel formats on a Quadro4 there don't seem to be any that support multisampling. The...
Robin Charlton
rcharlton@...
Aug 8, 2003 11:53 am
22842
I think this is not an OGL question, but check out http://nehe.gamedev.net/ anyway. ________________________________ www.sura.ru/kerry/cgi/gallery.pl ...
Stanislav Blinov
kerry@...
Aug 8, 2003 12:44 pm
22843
We had the same problem a while back. Do you have the unified back/Z buffer option turned on? If that's the case: - Allocating a windowed framebuffer w/ UBB...
Christian Laforte
claforte@...
Aug 8, 2003 2:59 pm
22844
2003 August 8th Friday ... I disagree. The question is asking about how to achieve a result with OpenGL. Consider that if the person was not using OpenGL, ...
Colin Fahey
cpfahey@...
Aug 9, 2003 12:50 am
22845
... FWIW, EGL (the WGL/GLX-like layer for OpenGL ES) takes a small step in this direction. Rendering to a window is always considered to be to offscreen...
Jon Leech
gamedev@...
Aug 9, 2003 1:21 am
22846
I've done this. You have to create a window merely to get a context (dont make it visible), but then set your size to the size you want your file image to be....
Perry Newhook
perry.newhook@...
Aug 9, 2003 1:26 am
22847
On Fri, 08 Aug 2003 18:19:21 -0800, Perry Newhook wrote: That won't work. Or in other words: the results of rendering to an invisible window are undefined...
Antonio Tejada Lacaci
wildfred@...
Aug 9, 2003 1:03 pm
22848
... It sort of makes sense: If the graphics card only has enough VRAM to support the desktop, for example, then the driver would carefully clip 3D render...
Colin Fahey
cpfahey@...
Aug 10, 2003 2:56 am
22849
I totaly agree with what you are proposing! This part of buffer management is really one of the big things that are holding back my OpenGL GUI pet project...
Sebastien Metrot
meeloo@...
Aug 10, 2003 10:26 pm
22850
... Several people that I know of. ... As Jon mentioned, keep an eye on the Superbuffers extension. It's making good progress. Allen ... FAQ and OpenGL...
Allen Akin
akin@...
Aug 10, 2003 10:51 pm
22851
... I was wondering the same thing recently due to printing efforts, but I couldn't find the exact definition of a pixel ownership test. Note that he's not...
Bert Peers
bert.peers@...
Aug 10, 2003 11:08 pm
22852
... (dont ... I haven't tested what I did on different ploatforms (it was my own use only) but logically it *should* work, shouldn't it? (and it did on my...
Perry Newhook
perry.newhook@...
Aug 11, 2003 12:21 am
22853
Perry & Bert, Short answer is the one I posted in my previous email: rendering to occluded window regions causes undefined results. As Bert pointed out, the...