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@...
Nov 1, 2003 9:22 am
23224
Hi, I want to buy a new video card and wonder if anybody could give me some useful information about the best cards available now. I mean which card best...
Ramin Zaghi
ramin_zaghi@...
Nov 3, 2003 7:51 am
23225
www.ati.com <http://www.ati.com/> ATI RADEON 9800 XT ARP-8X 256MB DDR-2 with TV-out/Twin View+DVI, Memory 730Mhz (365Mhz*2) "That is the card you want!" ...
JM
jm_1983310@...
Nov 3, 2003 8:07 am
23226
have a look at this article http://www.firingsquad.com/hardware/hl2_performance_preview_part1/ the second page is "FPS per US Dollar" that's pretty helpful ......
Martin Valigursky
mvaligursky@...
Nov 3, 2003 8:26 am
23227
Hello! I'm using glReadPixels (yes I know it's slow), and I just did some tests, with surprising results! 1 call reading 400x400 pixels is much slower than 4...
Lev Povalahev
levp@...
Nov 12, 2003 9:28 am
23228
"Problem" solved, my test was not very good, now everything behaves like it should. -Lev LP> Hello! LP> I'm using glReadPixels (yes I know it's slow), and I...
Lev Povalahev
levp@...
Nov 12, 2003 9:57 am
23229
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@...
Nov 15, 2003 9:22 am
23230
Hi there I did read somewhere that VBOs could improve performance even for dynamic data. But imagine that i perform software skinning each frame(so i change...
CAVEY GERARD
GERARD.CAVEY@...
Nov 17, 2003 3:33 pm
23231
... Without VBOs, the application has to store the vertex data in system memory. When you call glDrawElements, the driver copies this data to AGP memory (this...
Andras Balogh
bnd@...
Nov 17, 2003 6:22 pm
23232
Hi, I am trying to translate a dot 3 bumpmapping fixed pipe configuration into vertex and fragment programs. Unfortunately I cannot get the vertex/fragment ...
Pascal Gane
sauronpg@...
Nov 24, 2003 6:43 pm
23233
... Hi, ... [...] ... Hmm, this is not an exact 'translation'. What about the difference between R0.xzyx and GL_OPERAND0_RGB_ARB/GL_SRC_COLOR? [R0.xyzx !=...
Petr Sebor
petr@...
Nov 25, 2003 12:42 am
23234
Yes. I guess there is a dfference here. The dot3 setup normalises the light vector when put into the color of the vertex so the light vector coordinates are...
Pascal Gane
sauronpg@...
Nov 25, 2003 3:43 am
23235
... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Tuesday, November 25, 2003 4:39 AM ... light ... coordinates ... ...
Jonas Meyer
meyer@...
Nov 25, 2003 8:06 am
23236
Oops, Of course MAD t, v, 0.5, 0.5; is what you want to do when packing(vp) MAD t, v, 2, -1; is what you want to do when unpacking(fp) ... To: "Multiple...
Jonas Meyer
meyer@...
Nov 25, 2003 8:07 am
23237
That's what I am doing now and still the lighting effect is wrong. I don't get it. Are those operations : glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,...
Pascal Gane
sauronpg@...
Nov 25, 2003 11:02 am
23238
No, they aren't! In the ARB_texture_env_dot3 paper there the GL_DOT3_RGB_ARB operation is defined as: Added to table 3.20 of the ARB_texture_env_combine spec: ...
Florian Rudolf
corrail@...
Nov 25, 2003 11:27 am
23239
Not sure I understand the swizzle you put on the R0 register. You have something like R = X G = Y B = Z A = W so to 'translate' in color terms your DP3...
Vlad Stamate
vlad.stamate@...
Nov 25, 2003 11:32 am
23240
Thanks everybody for pointing me in the right direction. I just found out from the NVidia Cg book that I forgot to expand the texture color as well. D'Oh! ...
Pascal Gane
sauronpg@...
Nov 25, 2003 11:52 am
23241
The funny swizzles come from the Cg compiler. I just left it as it was. Pascal. ... Vlad Stamate Sent: 25 November 2003 11:29 To: Multiple recipients of list...
Pascal Gane
sauronpg@...
Nov 25, 2003 11:54 am
23242
Hi all, I've once heard that when using OpenGL display lists, the size of the display list is important because too large display lists are supposently...
Roland Krause
rokrau@...
Nov 25, 2003 8:37 pm
23243
I think 4000 vertices on nVidia GF3 was the optimal the libGL JG ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- ...
J. Grant
jg-lists@...
Nov 26, 2003 12:52 am
23244
Hi there, I have a BIG question which is very easy to answer. Would anyone consider using a common graphics API, thin layered between the choice of GL and DX ?...
JM
jm_1983310@...
Nov 26, 2003 9:07 am
23245
test ... Grant Sent: 26 November 2003 02:49 AM To: Multiple recipients of list OPENGL-GAMEDEV-L I think 4000 vertices on nVidia GF3 was the optimal the libGL ...
JM
jm_1983310@...
Nov 26, 2003 9:13 am
23246
Hi there How do you determine the profile of the machine (class of gpu) you are running on? My objective is mainly to determine what version of a given vertex...
CAVEY GERARD
GERARD.CAVEY@...
Nov 28, 2003 10:17 am
23247
I think that for vertex programs it doesn't really matter what version you use so long as the instructions have equivalents in "native" versions. ie. an arb_vp...
Madoc Evans
tmadoc@...
Nov 28, 2003 4:04 pm
23248
You could just check what card it is from the renderer string. You know if its lower than GF3 or a GF4MX its' gonna be software emulated vertex programs, or...
Richard Nutman
RichardN@...
Nov 28, 2003 4:17 pm
23249
yea that s what i was speaking about when i told there was a ugly hack isn t it surprising gpu has no function to identify their generations ? a function we...
CAVEY GERARD
GERARD.CAVEY@...
Nov 28, 2003 4:32 pm
23250
... Try glGetString with GL_VENDOR as the parameter. In the Redbook there is a really good example of how to use it to geta pointer to a sprintfable string. ...
Chris Pilkington
pilch84@...
Nov 30, 2003 10:12 pm
23251
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@...
Dec 1, 2003 9:22 am
23252
Surely just checking for the extensions required would tell you enough about the GPU to be able to decide what pathway you could use, wouldn't it? You decide...