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@...
Oct 1, 2003 8:21 am
23149
Avi, thank you for your very detailed description. I like your approach, it sounds very good optimized. ... Do you mean register alignment, with 2 registers...
Oliver Pilarski
pilarsor@...
Oct 1, 2003 11:35 am
23150
... AGP memory alignment, i.e., each vertex in your vertex array and the vertex array itself. NVidia seems to be optimized for 32 byte alignment, though it...
Avi Bar-Zeev
cyranose@...
Oct 2, 2003 1:36 am
23151
I'm curious whether it is performance critical to set a window to TOPMOST status in Win32. Are there any performance penalties associated with not doing so? ...
Garett Bass
gtbass@...
Oct 6, 2003 2:24 am
23152
Things such as window clipping and occlusion, as well as alignment, may affect OpenGL performance. The exact effects will vary with the particular hardware and...
Viet-Tam Luu
gl_geek@...
Oct 6, 2003 8:09 pm
23153
If I remember correctly, GLSL was included in OpenGL 1.5 by ARB? Is it so? And is there any vendor in desktop market (ATI, nVidia...) who has come up with...
Mohsin Hasan
mohsin.hasan@...
Oct 8, 2003 7:24 am
23154
Hi ... AFAIK only 3DLabs published drivers with GLsl support regards ************************************************************************* Ce message et...
CAVEY GERARD
GERARD.CAVEY@...
Oct 8, 2003 8:09 am
23155
... Yes - but only as an extension - (albeit an ARB extension). ... The last think I heard about this (which was at SigGraph - so things may have changed) was...
Stephen J Baker
sjbaker@...
Oct 8, 2003 12:54 pm
23156
As of the latest drivers, I'm certain it is supported by ATI on R300 cards. It is supported as the extension GL_ARB_shader_language_100, GL_ARB_vertex_shader...
Kevin Bray
ebray99@...
Oct 8, 2003 3:20 pm
23157
SDL has no direct support for bitmap fonts, outline fonts, etc. I was wondering if anyone here knows of any libraries that I could use to accomplish the same...
Nicholas DiPiazza
firelord@...
Oct 8, 2003 5:39 pm
23158
GLSL (more correctly, "OpenGL Shading Language" is _NOT_ part of OpenGL 1.5. OpenGL 1.5 is still in the final spec reviews, it has not yet been voted upon....
Sebastien Domine
SDomine@...
Oct 8, 2003 5:44 pm
23159
ATI Catalyst 3.6 supports a beta version of glslang extensions (but GL2, not ARB). The atteched file is a source code which I found somewhere on the web (but I...
Florian Rudolf
corrail@...
Oct 8, 2003 6:44 pm
23160
A technique I used on a past game was a bitmap generator that would also output bounding boxes (in texture space). This technique works well as long as there...
Kevin Bray
ebray99@...
Oct 8, 2003 10:54 pm
23161
... Look at http://www.libsdl.org/libraries.php, you'll find a bunch of font libraries there. Regards, Dmitry Samoyloff ... FAQ and OpenGL Resources at: ...
dsamoyloff
dsamoyloff@...
Oct 9, 2003 7:30 am
23162
Yeah, specifically SDL_ttf. http://www.libsdl.org/projects/SDL_ttf/ Or you can use GLFont. http://students.cs.byu.edu/~bfish/glfont.php --Pete ... To:...
Pete Brubaker
pbman96@...
Oct 9, 2003 9:35 am
23163
Hi there, How can I disable the Ctrl+Alt+Del keys and the Menu Key and Start Menu keys to just being captured by my app. Allot of games crash when you...
JM
jm_1983310@...
Oct 9, 2003 8:55 pm
23164
In the first place, think carefully about why you want to disable those keys. Users often don't want you preventing them from operating *their* computer, by...
Tony Cox
tonycox@...
Oct 9, 2003 9:34 pm
23165
This is rather OT yes... ... Ctrl+Alt+Del is system hooked and can't be disabled (as far as I know). I'm not so sure about the others... ... Every game...
Gregor Brunmar
gregor.brunmar@...
Oct 9, 2003 9:39 pm
23166
Ctrl-Alt-Del cannot be disabled or trapped; this is why it's used to bring up the login window--because it can't be trapped, you can be assured that when you...
Viet-Tam Luu
gl_geek@...
Oct 9, 2003 9:45 pm
23167
On Windows at least, you cannot trap Ctrl-Alt-Del... this is by design: Microsoft doesn't want people to write Trojans that would log keystrokes when you enter...
Christian Laforte
claforte@...
Oct 9, 2003 9:45 pm
23168
HAHAHAHA So you're also guilty. :) -JM- ... Gregor Brunmar Sent: 10 October 2003 12:29 AM To: Multiple recipients of list OPENGL-GAMEDEV-L This is rather OT...
JM
jm_1983310@...
Oct 9, 2003 9:59 pm
23169
Hi all, I have the following problem. We're working on an engine, and we just added support for shaders. We use Cg to create the shaders, and we can use the...
Tommy de Roos
tomson@...
Oct 11, 2003 12:55 pm
23170
Cards prior to geforce FX (ie. geforce 4 and below) do not support fragment programs. I think functionality wise the geforce 3 and 4 are very similiar, hence...
Scott Southurst
Scott@...
Oct 12, 2003 12:19 am
23171
Hi all! I want to try GL2 shaders with ATI Beta in Catalyst 3.6. But there's a strange thing concerning uniforms: Using the following string wglGetProcAddress...
Florian Rudolf
corrail@...
Oct 12, 2003 9:54 am
23172
... I know they are similar, but I had hoped I could make use if the new functionality somehow. There seems to be a difference on the DirectX side, but I'm not...
Tommy de Roos
tomson@...
Oct 12, 2003 5:49 pm
23173
Hm, so the guys are acting just like M$. They don't want to give you the sourcecode, hey?, well go to www.sourceforge.net I think its called. Or ...
JM
jm_1983310@...
Oct 13, 2003 10:09 am
23174
The reason this isn't working is because you are using the GL2 naming scheme, not the ARB extension naming. ARB stuff: ...
Kevin Bray
ebray99@...
Oct 13, 2003 2:49 pm
23175
Just thinking out loud here: A few apps (maya, max, game editors) use ogl/d3d in an ordinary window and this has forced the drivers to become a lot better at...
Jay Patel
Jpatel@...
Oct 13, 2003 4:37 pm
23176
The simplest piece to it is flip versus blit. Non-fullscreen windows typically don't expose the flip capability in D3D and thus they require a blit to transfer...
Evan Hart
ehart@...
Oct 13, 2003 4:59 pm
23177
Some people, like me for instance, promote "Fullscreen" rendering much more than Windowed rendering. To think that all games should run in Windowed mode,...