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@...
Mar 1, 2004 9:27 am
23374
Hi First I apologize for being off topic. Gary ;can i ask you if the half life 2 engine will still have an openGL renderer? Or did you completely forget it for...
CAVEY GERARD
GERARD.CAVEY@...
Mar 1, 2004 9:56 am
23375
1) afaik halflife 2 wont have an opengl renderer 2) im quite sure the d3dx is not the primary (or any) reason for professional gamedevs to choose d3d 3)...
Martin Büchler
lousyphreak@...
Mar 1, 2004 10:21 am
23376
... Sure , i agree about your last argument (reminds me a great paper from nvidia named "batch batch batch..") but in that case what could guide the companies...
CAVEY GERARD
GERARD.CAVEY@...
Mar 1, 2004 10:47 am
23377
... Well, seems longhorn will "emulate" opengl via d3d :| and will be only ogl1.1.. so, well, as always, if you focus your dev on win, use d3d (it's a pity,...
toni
toni@...
Mar 1, 2004 11:57 am
23378
... umm you re right and i would like to salute ATI effort for the GSlang support that came very quickly. ... Obviously the GL style seems more natural and...
CAVEY GERARD
GERARD.CAVEY@...
Mar 1, 2004 1:47 pm
23379
... i dont want to flame you but here i need to object heavily! if a graphics card vendor decides do support opengl then no windows can deny it as opengl...
Martin Büchler
lousyphreak@...
Mar 1, 2004 1:47 pm
23380
... Hehe, i didn't want to flame, honesltly, i love ogl, but well, there should be a reason to explain why 95% of games are developed with dx. Whatever it is,...
toni
toni@...
Mar 1, 2004 5:04 pm
23381
D3D vs. OpenGL for professional games comes down to driver support and extension support. D3D gives you PS1.1->1.3 which will work on the Matrox Parhelia,...
Remy Saville
rsaville@...
Mar 1, 2004 6:37 pm
23382
Cavey, I'm a professional game developer, and I prefer OpenGL over DX, but I will say this: D3DX's X-File format, animation interfaces, and mesh handling ...
Kevin Bray
ebray99@...
Mar 1, 2004 7:44 pm
23383
Hello all, Using NVidia's "Projected Texture Mapping" article by Cass Everitt, I have projected textures working pretty well. (Thanks for writing the article,...
Sondra Iverson
siverson@...
Mar 1, 2004 10:37 pm
23384
It's very easy, here a re an example: void CSpotLightFX::CEnableClippingPlane() { Vector3D; v=m_view-m_position; v.CNormalize(); double...
Jacobo Rodriguez
ffelagund@...
Mar 1, 2004 10:57 pm
23385
Be careful with using a clip plane for eliminating reverse projection, however, because it's not depth invariant. ... FAQ and OpenGL Resources at: ...
Cass Everitt
CEveritt@...
Mar 1, 2004 11:11 pm
23386
... I honestly think that OpenGL needs some form of GLU2... the D3DX stuff is (as you say) quite handy - with quaternion libraries, etc all built in. ... ...
Leath Muller
leathm@...
Mar 2, 2004 12:31 am
23387
... Surely there's enough out there already with libraries like Devil/OpenIL, 3dslib etc. ... And in DX (Next) it'll be something different, then something...
Scott Southurst
Scott@...
Mar 2, 2004 1:54 am
23388
... There are, but they are all seperate. D3DX is a simple 'all in one' solution that doesn't require a developer to download in multiple parts from all over...
Leath Muller
leathm@...
Mar 2, 2004 3:37 am
23389
Hi all, I'm just getting to grips with Cg, so this question may be quite simple. 1. Is it possible to render primitives to a floating point buffer. 2. Can I...
Dave Griffiths
dave-g@...
Mar 2, 2004 11:49 am
23390
This is the list of top selling PC games (in USA) for the month of January, 2004 (From NDP). 1. Call Of Duty 2. The Sims Deluxe 3. The Sims: Makin' Magic...
Carlos Abril
carabril@...
Mar 2, 2004 12:32 pm
23391
Dave, ... Yes =) ... Yes =) Simply set your output in the pixel shader to what you want it to be... it will not be clamped from 0-1. Also! You have to bind...
Kevin Bray
ebray99@...
Mar 2, 2004 4:27 pm
23392
Another problem that a lot of developers have with OpenGL is simply this: vendor specific extensions tend to veer off of the OpenGL design patterns from time...
Kevin Bray
ebray99@...
Mar 2, 2004 4:43 pm
23393
Hi, I'm trying to get my object on screen have a simple spherical environment map I have a rgba texture on my model, no vertex colours I have the envmap on the...
Willem Kokke
Willem.Kokke@...
Mar 2, 2004 4:59 pm
23394
I'm not so active and uptodate in the field of OpenGL and D3DX these days, but I think that despite MS is doing somewhat against OpenGL (delibrately or not) ,...
ramin_zaghi
ramin_zaghi@...
Mar 2, 2004 7:48 pm
23395
... I'm not 100% sure what you mean, but I'll take a guess =). OpenGL is governed by the ARB (architecture review board). It's members consist of ...
Kevin Bray
ebray99@...
Mar 2, 2004 8:33 pm
23396
Hi Jacobo and Cass, Thanks for the suggestions. The clip plane is sort of working. However, it is clipping out everything behind the clip plane (completely...
Sondra Iverson
siverson@...
Mar 2, 2004 11:09 pm
23397
Sondra, I don't think user clipping is really what you want to do here. How are you applying the results of the projective texture? What are your edge (or...
Cass Everitt
CEveritt@...
Mar 2, 2004 11:18 pm
23398
User clipplanes on nVidia hardware is asking for trouble, when using it it disables "certain other features" of the card :) (multitexturing anyone? :D) Just...
Joris Mans
joris.mans@...
Mar 2, 2004 11:58 pm
23399
That is only on older nvidia hardware. In Homeworld2 we used one user clip plane; if we detected an nv1x or nv2x we did a first z-only pass and then drew...
Remy Saville
rsaville@...
Mar 3, 2004 12:08 am
23400
I simply meant D3D and OpenGL are oponents and this is a constructive challenge that ARB has to be more active as D3D is progressing and OpenGL has to be...
Ramin Zaghi
ramin_zaghi@...
Mar 3, 2004 11:53 am
23401
... This is all excellent news, and sound just what I need (it seems pretty trivial to implement an alpha test in a fragment shader) I'm trying this now, but...
Dave Griffiths
dave-g@...
Mar 3, 2004 3:04 pm
23402
Hi Joris, Thanks for the suggestion. Using the 1D black/white texture is just what I want to do. However, I seem to be stuck on how to do the "multiply it...