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Messages 23316 - 23345 of 23867   Newest  |  < Newer  |  Older >  |  Oldest
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23345 DMKeenan@... Send Email Jan 29, 2004
10:27 pm
Is there a glX equivalent to WGL_ARB_render_texture and WGL_NV_render_depth_texture? Thanks, Damin. ... FAQ and OpenGL Resources at: ...
23344 Robin Charlton
rcharlton@... Send Email
Jan 29, 2004
4:45 pm
I'm currently redesigning how geometry will be handled in my renderer to take advantage of VBOs. Previously I was using display lists for static and vertex...
23343 Nicolas Goy
goyman@... Send Email
Jan 18, 2004
11:31 pm
Hello, I'm sure this question has been aborded a lot of time on this list, but I didn't find exactly what I want. I got a fancy little game engine in 2d (top...
23342 Dominic Curran
dcurran@... Send Email
Jan 15, 2004
9:22 am
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ The...
23341 Nicholas DiPiazza
firelord@... Send Email
Jan 14, 2004
5:35 am
2 Questions! I am working with OpenGL and I am trying to make a custom text box sort of thing. I am using wglUseFontBitmaps and wglUseFontOutlines. Sometimes...
23340 Cass Everitt
CEveritt@... Send Email
Jan 11, 2004
6:52 pm
Andras, ... Yes, that's essentially it. ... Yes. ... Excellent! :-) Cass ... FAQ and OpenGL Resources at: ...
23339 Andras Balogh
bnd@... Send Email
Jan 10, 2004
5:36 pm
Hi Cass, Ok, so if I understand correctly then this "space wrapping" should only happen, if interpolation would be done in clip space and clipping would be...
23338 Cass Everitt
CEveritt@... Send Email
Jan 9, 2004
6:51 pm
Hi Andras, More discussion below... ... It *shouldn't* come back from the other side of the universe. Don't think about projection, or wrapping around...
23337 Andras Balogh
bnd@... Send Email
Jan 9, 2004
5:17 pm
... Yeah, now that I have drawn a couple of examples in 2DH (and 1DH :), this weird interpolation starts to make sense. But then I've done some testing, and...
23336 suoch
suoch@... Send Email
Jan 9, 2004
5:11 pm
try http://www.gpgpu.org/ there are several projects like the aforementioned "BrookGPU"; listed. *hth* dietmar ... FAQ and OpenGL Resources at: ...
23335 Scott Southurst
Scott@... Send Email
Jan 9, 2004
12:31 pm
You need to look at WGL_EXT_swap_control in the extension registry. Basically there are two functions... BOOL wglSwapIntervalEXT(int interval) // To set int...
23334 Magnus Auvinen
magnus.auvinen@... Send Email
Jan 9, 2004
11:26 am
For controlling it under windows, check out the WGL_swap_control extention. http://oss.sgi.com/projects/ogl-sample/registry/EXT/wgl_swap_control.txt ... Sent:...
23333 CAVEY GERARD
GERARD.CAVEY@... Send Email
Jan 9, 2004
9:30 am
Hi all Sorry if this is a bit basic but how do you know if Vsync is on or off (from code i mean) ;and how do you switch it on/off? Could you please explain the...
23332 Cass Everitt
CEveritt@... Send Email
Jan 8, 2004
5:36 pm
Hi Andras, Answers below... ... Yes. That's why I think 2DH is a useful space to fall back on, because you can think of it as 3D and see how it projects to...
23331 Andras Balogh
bnd@... Send Email
Jan 8, 2004
3:17 pm
Cass, Thanks for the thorough explanation, it's been very helpful! I think I'll need some time to really grok this stuff, however! (thinking in 4D is like...
23330 Cass Everitt
CEveritt@... Send Email
Jan 7, 2004
11:40 pm
... There are pretty simple rules governing how they work. The trouble is, they're not very intuitive. For simplicity, let's consider only 2DH (2D Homogeneous)...
23329 Kevin Bray
ebray99@... Send Email
Jan 7, 2004
9:22 pm
Okay, for some reason my original e-mail got to me all butchered... so, I'm going to correct it. Well, if you aren't using GLUT, then you simply call // make...
23328 Tyler Nowicki
road-kill@... Send Email
Jan 7, 2004
8:15 pm
... Yea I've read about that, just reminded me of it now. If anyone else is interested in a good paper on the subject its called "Fast Backface Culling Using...
23327 Stanislav Blinov
kerry@... Send Email
Jan 7, 2004
7:30 pm
Everything is OK now. ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Stanislav Blinov INET:...
23326 Kevin Bray
ebray99@... Send Email
Jan 7, 2004
5:46 pm
Well, if you aren't using GLUT, then you simply call // make the pbuffer current... wglMakeCurrent( pbuffer_dc, pbuffer_device_context ); // render to...
23325 Avi Bar-Zeev
cyranose@... Send Email
Jan 7, 2004
10:11 am
... There's an old trick/speedup for software culling that might be useful here, or might possibly translate to a shader, assuming you can figure out a way to...
23324 Tyler Nowicki
road-kill@... Send Email
Jan 7, 2004
12:06 am
... There can be some good things associated with doing backface culling in software. Every time you render a frame the geometry has to be sent over the AGP...
23323 Stanislav Blinov
kerry@... Send Email
Jan 6, 2004
8:57 pm
I meet some problems using PBuffer. At first, when I call pbuffer1.MakeCurrent(); glClearColor(1,1,1,1); It affects background color in my screen drawing code,...
23322 Andras Balogh
bnd@... Send Email
Jan 6, 2004
8:01 pm
Yes, I was talking about the first one (backface culling). Sorry, I shouldn't have mentioned the plane thing as it's totally incorrect (one would have to give...
23321 Ignacio Castaño
castanyo@... Send Email
Jan 6, 2004
1:15 am
... I think he's talking about something different. You may want to do normal backface culling against the camera and against a point or a direction. That's...
23320 Sebastien Domine
SDomine@... Send Email
Jan 5, 2004
7:10 pm
http://www.gpgpu.org/ ... http://graphics.stanford.edu/projects/brookgpu/ -- /// Sebastián Uribe Inmune Games suribe@... www.inmune.com.ar ... FAQ...
23319 Martin Büchler
lousyphreak@... Send Email
Jan 4, 2004
9:45 pm
... You are talking about 2 different things here: 1) Backface culling Not really possible as OpenGL does it's culling based on vertex order (cw/ccw) so you...
23318 Andras Balogh
bnd@... Send Email
Jan 4, 2004
8:37 pm
Would it be possible to have hardware accelerated backface culling against an user defined point+direction (ie. a plane)? ... FAQ and OpenGL Resources at: ...
23317 Andras Balogh
bnd@... Send Email
Jan 4, 2004
8:35 pm
Hi, Could someone explain to me, how negative w coordinates work? I've seen nVidia's w-demo with "external vertices", but I don't understand what's happening.....
23316 Dominic Curran
dcurran@... Send Email
Jan 1, 2004
9:24 am
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ The...
Messages 23316 - 23345 of 23867   Newest  |  < Newer  |  Older >  |  Oldest
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