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...
Scott Southurst
Scott@...
Dec 1, 2003 9:58 am
23253
Not really, you can emulate ARB vertex programs in older drivers under SW or use MESA, or enable emulation modes manually in some drivers, etc etc... Leathal. ...
Leath Muller
leathm@...
Dec 1, 2003 11:53 pm
23254
I getting strange artifacts while using ARB_depth_texture and ARB_shadow. I've got a little test scene with a ball 'casting' a shadow onto a plane. The shadow...
DMKeenan@...
Dec 3, 2003 4:14 pm
23255
When doing shadow mapping there are few things that can influence the quality of the image. First is the precision you are working into. Try having at least a...
Vlad Stamate
vlad.stamate@...
Dec 3, 2003 4:34 pm
23256
I would like to share a single depth buffer between multiple render-targets and I can't seem to find any documentation on doing so. Basically, this is what I...
Kevin Bray
ebray99@...
Dec 3, 2003 4:58 pm
23257
Artifacts on the shadow boundary are normal. In your case, where you have self-shadowing on a convex object, those artifacts should be diminished by the fact...
a
wildfred@...
Dec 3, 2003 6:58 pm
23258
Hi, I'm encountering all kinds of problems when I try to share ARB vertex and fragment programs between my main OGL context and my pbuffer context. In the...
Famulski/Hill
dhlf@...
Dec 4, 2003 3:23 am
23259
Hi, Is there a possibility that you share your drawing context with the main one ? I made this mistake, thinking this was the way to "share" pbuffers and got...
flupke
flupke@...
Dec 4, 2003 6:27 pm
23260
1 of the problems might be that fact that the guys and girls who invented all this p-buffer CRAP did a horrible job of making something extremely bloated and...
Joris Mans
joris.mans@...
Dec 4, 2003 10:58 pm
23261
Emmanuel Quentric
emmanuel.quentric@...
Dec 5, 2003 10:08 am
23262
Hi, I tracked down some of my problems to silly mistakes on my part. The rest, I'm not so sure. I am creating the pbuffer and sharing the main context...
Famulski/Hill
dhlf@...
Dec 5, 2003 1:18 pm
23263
No, never ever saw opengl pick the bad matrix... The problems I encountered where not at all of this kind (blanck screen, flashing pixels, that sort of stuff)....
flupke
flupke@...
Dec 5, 2003 2:09 pm
23264
What I've found is that rendering contexts have their own states... all of them. I would like the state of the GL to be device specific, meaning that the...
Kevin Bray
ebray99@...
Dec 5, 2003 3:34 pm
23265
Hmmm I don't really think that sharing context data other than programs, textures, buffers and display lists is really that useful. Normally in your pbuffer...
Antonio Tejada Lacaci
wildfred@...
Dec 5, 2003 6:36 pm
23266
That's the main problem with p buffers. 1) states should be per application, not per context 2) context switching is horribly expensive due to all the...
Joris Mans
joris.mans@...
Dec 5, 2003 8:44 pm
23267
... Hi, A while ago we had the same problem, and tracked it down to the glstate, as you did. It did work on nVidia cards however. We contacted ATI, and they...
Tommy de Roos
tomson@...
Dec 5, 2003 11:33 pm
23268
Sharing state between P-buffer contexts is useful. It seems to me that the driver is doing a lot of work on a context switch. If you change rendering ...
Kevin Bray
ebray99@...
Dec 7, 2003 1:03 am
23269
On Sat, 06 Dec 2003 16:59:23 -0800, Kevin Bray wrote: If you find that useful sharing state data, it's as easy as using the same context to render to all your...
Antonio Tejada Lacaci
wildfred@...
Dec 7, 2003 9:29 am
23270
First things first, I have to use different pixel-formats for rendering anyways, so I'm stuck switching rendering contexts. I agree that having an overall...
Kevin Bray
ebray99@...
Dec 7, 2003 9:03 pm
23271
... The original design was chosen because it permitted some useful low-level optimizations in the hardware and the driver. Those were worthwhile at the time,...
Allen Akin
akin@...
Dec 7, 2003 9:23 pm
23272
... It is if your rendertargets do not share the same pixelformat. For starters you cannot ensure you have the same set extensions supported accross different...
Antonio Tejada Lacaci
wildfred@...
Dec 7, 2003 10:28 pm
23273
Hi there! I am thinking of rendering my 3d-model of a hoovercraft using Vertex Arrays, that is using the Vertex, Normal & TexCoord arrays along with either...
Olof Bjarnason
objarni@...
Dec 7, 2003 10:49 pm
23274
hi there, I'd like to know your advice about a strange problem that occurs when I use pbuffers. I 'm using Render to texture method for shadow mapping. I need...
Emmanuel Quentric
emmanuel.quentric@...
Dec 8, 2003 9:38 am
23275
Hello, you must subdivide the entire mesh of the hoovercraft in various meshes, one mesh for one texture, and display every mesh with a vertex array. your...
Jacobo Rodriguez
ffelagund@...
Dec 8, 2003 10:31 am
23276
do you char the display setting after the pbuffer is creater? if you do this, you can lost your pbuffer, try this to check if this is happening: int flag = 0; ...
Jacobo Rodriguez
ffelagund@...
Dec 8, 2003 10:33 am
23277
Thanks! Since my model is quite small, less than 100 faces, probably no more than 10 textures, I think actually I will go for a display list this time. Since I...
Olof Bjarnason
objarni@...
Dec 8, 2003 3:45 pm
23278
I believe it's better to use UV-textures. ================Original message================ To: Multiple recipients of list OPENGL-GAMEDEV-L...
Stanislav Blinov
kerry@...
Dec 8, 2003 6:18 pm
23279
#I believe it's better to use UV-textures. OK, I am not sure what you mean.. Googling for 'uv textures opengl' didn't give me much more hints. Is it the "pack...
Olof Bjarnason
objarni@...
Dec 8, 2003 7:53 pm
23280
Hi, thanks for your help. I destroy and recreate the pbuffer every time I need to change the pbuffer resolution. Moreover I don't resize the window or anything...