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Messages 23373 - 23402 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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23373 Dominic Curran
dcurran@... Send Email
Mar 1, 2004
9:27 am
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ The...
23374 CAVEY GERARD
GERARD.CAVEY@... Send Email
Mar 1, 2004
9:56 am
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...
23375 Martin Büchler
lousyphreak@... Send Email
Mar 1, 2004
10:21 am
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)...
23376 CAVEY GERARD
GERARD.CAVEY@... Send Email
Mar 1, 2004
10:47 am
... 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...
23377 toni
toni@... Send Email
Mar 1, 2004
11:57 am
... 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,...
23378 CAVEY GERARD
GERARD.CAVEY@... Send Email
Mar 1, 2004
1:47 pm
... 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...
23379 Martin Büchler
lousyphreak@... Send Email
Mar 1, 2004
1:47 pm
... 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...
23380 toni
toni@... Send Email
Mar 1, 2004
5:04 pm
... 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,...
23381 Remy Saville
rsaville@... Send Email
Mar 1, 2004
6:37 pm
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,...
23382 Kevin Bray
ebray99@... Send Email
Mar 1, 2004
7:44 pm
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 ...
23383 Sondra Iverson
siverson@... Send Email
Mar 1, 2004
10:37 pm
Hello all, Using NVidia's "Projected Texture Mapping" article by Cass Everitt, I have projected textures working pretty well. (Thanks for writing the article,...
23384 Jacobo Rodriguez
ffelagund@... Send Email
Mar 1, 2004
10:57 pm
It's very easy, here a re an example: void CSpotLightFX::CEnableClippingPlane() { Vector3D; v=m_view-m_position; v.CNormalize(); double...
23385 Cass Everitt
CEveritt@... Send Email
Mar 1, 2004
11:11 pm
Be careful with using a clip plane for eliminating reverse projection, however, because it's not depth invariant. ... FAQ and OpenGL Resources at: ...
23386 Leath Muller
leathm@... Send Email
Mar 2, 2004
12:31 am
... 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. ... ...
23387 Scott Southurst
Scott@... Send Email
Mar 2, 2004
1:54 am
... 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...
23388 Leath Muller
leathm@... Send Email
Mar 2, 2004
3:37 am
... 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...
23389 Dave Griffiths
dave-g@... Send Email
Mar 2, 2004
11:49 am
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...
23390 Carlos Abril
carabril@... Send Email
Mar 2, 2004
12:32 pm
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...
23391 Kevin Bray
ebray99@... Send Email
Mar 2, 2004
4:27 pm
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...
23392 Kevin Bray
ebray99@... Send Email
Mar 2, 2004
4:43 pm
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...
23393 Willem Kokke
Willem.Kokke@... Send Email
Mar 2, 2004
4:59 pm
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...
23394 ramin_zaghi
ramin_zaghi@... Send Email
Mar 2, 2004
7:48 pm
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) ,...
23395 Kevin Bray
ebray99@... Send Email
Mar 2, 2004
8:33 pm
... 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 ...
23396 Sondra Iverson
siverson@... Send Email
Mar 2, 2004
11:09 pm
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...
23397 Cass Everitt
CEveritt@... Send Email
Mar 2, 2004
11:18 pm
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...
23398 Joris Mans
joris.mans@... Send Email
Mar 2, 2004
11:58 pm
User clipplanes on nVidia hardware is asking for trouble, when using it it disables "certain other features" of the card :) (multitexturing anyone? :D) Just...
23399 Remy Saville
rsaville@... Send Email
Mar 3, 2004
12:08 am
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...
23400 Ramin Zaghi
ramin_zaghi@... Send Email
Mar 3, 2004
11:53 am
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...
23401 Dave Griffiths
dave-g@... Send Email
Mar 3, 2004
3:04 pm
... 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...
23402 Sondra Iverson
siverson@... Send Email
Mar 3, 2004
5:48 pm
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...
Messages 23373 - 23402 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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