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@...
Apr 1, 2004 9:25 am
23420
Hello, recently i downloaded the newest NVSDK and looked through the examples of the browser. there were examples that used the GLSL but i couldnt start these....
Andreas Lachner
andreas@...
Apr 1, 2004 8:06 pm
23421
Wow, last release of nvidia drivers perhaps have the 1.5 core implemented, but they've missed to implement some arb extensions that could be very nice, as...
toni
toni@...
Apr 1, 2004 8:41 pm
23422
... I'm told that there is a sneaky hidden 'registry hack' to enable GLSL in the latest nVidia drivers under Windows. ... The second law of Frisbee throwing...
Stephen J Baker
sjbaker@...
Apr 1, 2004 9:26 pm
23423
http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get _topic;f=11;t=000051 Currently you can download Forceware 56.72 from NVIDIA...
Carlos Abril
carabril@...
Apr 2, 2004 2:25 am
23424
I'm not aware of any OpenGL implementation that supports what you are proposing to do. The ARB_vertex_program (and fragment program) APIs were designed to ...
Pat Brown
pbrown@...
Apr 9, 2004 2:20 am
23425
... Program strings can be constructed by concatenating together different program 'substrings'. In my work I've composed several such program 'chunks' to...
DMKeenan@...
Apr 9, 2004 4:50 am
23426
Rather than passing ascii assembly strings to create vertex programs, I am hoping to find a way to describe shader programs in pre-assembled ARB tokens, much...
Eric Hart
eric@...
Apr 9, 2004 8:48 am
23427
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@...
Apr 15, 2004 8:24 am
23428
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@...
May 1, 2004 9:24 am
23429
On Thu, Apr 08, 2004 at 07:14:27PM -0800, Pat Brown wrote: [...] ... FWIW, mobile platforms are likely to be the first place that loading precompiled shaders...
Jon Leech
gamedev@...
May 11, 2004 10:23 pm
23430
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@...
May 15, 2004 9:24 am
23431
Hello, how do I check if a hardware supports T&L? Is there any glGet* for this? Thanks, Romano...
Romano J M Silva
rmagacho@...
May 15, 2004 5:31 pm
23432
... OpenGL automagically uses hw t&l if avaliable , so you don't have to worry about that :) you don't have to detect anything. ... FAQ and OpenGL Resources...
Toni
toni@...
May 15, 2004 8:00 pm
23433
I know it does, but I want to check if my HW supports it. Do you know how to do that? ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" ...
Romano J M Silva
rmagacho@...
May 15, 2004 9:07 pm
23434
Use DescribePixelFormat() after you have gotten a PFD and use the flags to check whether the acceleration is software, ICD or MCD... Leathal. ... -- Leath...
Leath Muller
leathm@...
May 17, 2004 6:16 am
23435
... How do you infer anything about HW T&L from that? All that tells you is whether you have any acceleration at all, and what driver model it is. The orignal...
Paul Sargent
paul.sargent@...
May 17, 2004 8:34 am
23436
Hi, I am fairly new to OpenGL (last 6 months); I am mainly working with LWJGL and JOGL through Java.. Things are going well. Its a hell of lot coolor than...
Catharsis
catharsis@...
May 17, 2004 11:13 am
23437
You can test wether creating a certain texture object will succeed or not by using a proxy texture This way at startup you can create increasingly larger...
Willem Kokke
Willem.Kokke@...
May 17, 2004 12:12 pm
23438
I do not know if it is available in JOGL, but it does in OpenGL. int size; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size); printf("Max texture image size =...
Rhadamés Carmona
rcarmona@...
May 17, 2004 12:53 pm
23439
... There certainly isn't any kind of glGet. Actually, I don't think there is *any* way to do it - and there is a reason for that. OpenGL takes the view that...
Stephen J Baker
sjbaker@...
May 17, 2004 2:08 pm
23440
... Hi Catharsis, you don't need RGBA lightmaps at all, just use a white region, as lightmaps are multiplied by the "base" texture. ... FAQ and OpenGL...
toni
toni@...
May 17, 2004 3:03 pm
23441
English-- I am proprietor of a company of development multimedia and Computer security in Costa Rica - Central America, we are beginning then we are only 1...
Jonathan
jsegura17@...
May 17, 2004 7:58 pm
23442
I suggest you start by taking English courses :p ... Jonathan Sent: Monday, May 17, 2004 22:49 To: Multiple recipients of list OPENGL-GAMEDEV-L English-- I am...
Joris Mans
joris.mans@...
May 17, 2004 8:24 pm
23443
... Yup, but you won't get any better than that. Without knowing anything about his target application & audience, you can't give a specific answer. If you can...
Leath Muller
leathm@...
May 17, 2004 11:19 pm
23444
... Oops, I should all emails before replying to older ones... :) ... Be careful with this though - I found this hard to implement robustly on any Win32...
Leath Muller
leathm@...
May 17, 2004 11:24 pm
23445
... I found even using luminence on older HW looks fine when modulated with colour textures (although they look wrong when looking at just those). I say that...
Leath Muller
leathm@...
May 17, 2004 11:43 pm
23446
... Be careful though. I've seen several commercially-sold apps that parse the GL_RENDERER string in an attempt to auto-configure themselves, but totally ...
Viet-Tam Luu
gl_geek@...
May 18, 2004 12:23 am
23447
Hi folks, I'm curious whether any of you have experience with 3rd party scene graph libraries. I've been looking at SGL the past few days, haven't actually ...
Garett Bass
gtbass@...
May 18, 2004 2:58 am
23448
... Ah yeah, and thats where internal quality control comes into play. I work off the fact that if I don't recognise a renderer string, then 1. The card is...