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...
Leath Muller
leathm@...
May 18, 2004 4:19 am
23449
I'm satisfied with OSG. _________________________ Vincit Omnia Veritas (Truth conquers all things) ================Original message================ To:...
Stanislav Blinov
kerry@...
May 18, 2004 7:36 am
23450
Mr. Blinov, Thank you for your recommendation. I've been browsing the OSG website today and find it very intriguing. Best Regards, Garett ... Stanislav Blinov...
Garett Bass
gtbass@...
May 18, 2004 9:08 pm
23451
Hi everyone. I've recently descovered the best way to develop 3D games is by developing a powerfull 3D engine and also implementing a scripting language inside...
JM
jm_1983310@...
May 28, 2004 6:57 pm
23452
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@...
Jun 1, 2004 9:24 am
23453
Hi WHen coming to skinned mesh most of us use the GPU to transform the vertices by bones matrices , but did you find any optimizations to speed it up ? A cool...
CAVEY GERARD
GERARD.CAVEY@...
Jun 3, 2004 2:27 pm
23454
... about ... I don't think that this is possible, because first you have to pass in the partial relationship of the matrices somehow and then to recalculate...
Dirk Gregorius
dirk@...
Jun 3, 2004 6:01 pm
23455
I'm using GLUT on Linux (Radeon XFree86 server) and attempting to perform double buffered rendering to prevent tearing. It is only partially working. I've...
Jay W. Summet
summetj@...
Jun 3, 2004 8:44 pm
23456
Hello, Yes, having a scripting language on top of your "core" engine will definitely provide some nice functionality. It allows context-sensitive code to be...