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, 2005 10:22 am
23758
We are changing domain of activity of our Delphi Game Development eGroup (DelphiGames_Dev). Now, its title is changed from DelphiGames_Dev to...
ramin_zaghi
ramin_zaghi@...
Apr 8, 2005 10:54 am
23759
We are changing domain of activity of our Delphi Game Development eGroup (DelphiGames_Dev). Now, its title is changed from DelphiGames_Dev to VisualGameBuilder...
Ramin Zaghi
ramin_zaghi@...
Apr 8, 2005 11:04 am
23760
Hi, it seems GL_EXT_paletted_texture is nicely supported on NVidia's cards up to NV3x but not all on ATI cards. Is someone could confirm me this? Thanks, ...
Igor Kravtchenko
igor@...
Apr 8, 2005 12:17 pm
23761
Yep, thats correct. If you want to do paletting, you'll have to use fragment shader+shader constants I'm afraid. As for as more in-depth support details on...
Kevin Bray
ebray99@...
Apr 8, 2005 5:24 pm
23762
Kinda cool: Pixel shaders for textures from 386 games *g*. Hey, maybe Valve is about to produce a Half-Life 2 version that uses the old palette textures from...
Marco Leise
Marco.Leise@...
Apr 8, 2005 9:52 pm
23763
Hi, I forgot to put the URL: http://groups.yahoo.com/group/VisualGameBuilder/join/ Also, we need OpenGL experts for design-phase of our project. would you...
ramin_zaghi
ramin_zaghi@...
Apr 9, 2005 4:03 am
23764
Hello, I am rendering into a QGLWidget. Is there actually a way to same the contents of this qglwidget into an image? Thanks, Yein ... FAQ and OpenGL Resources...
Zein Salah
zeinsalah@...
Apr 13, 2005 12:19 pm
23765
... That happened to be a Qt question: static void nabFrameBuffer(QString caseName) { QPixmap pix = QPixmap::grabWindow(pMainWindow->winId()); QImage img =...
Phlip
phlipcpp@...
Apr 13, 2005 10:33 pm
23766
Hello, Sorry, I know, perhapse this is not the right place to ask this question. I am actually searching for a model of car where some internal parts are also...
Zein Salah
zeinsalah@...
Apr 14, 2005 2:15 pm
23767
Thanks Phlip. It was really of great help! ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Zein Salah ...
Zein Salah
zeinsalah@...
Apr 15, 2005 9:49 am
23768
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, 2005 10:19 am
23769
Hello, My vewier renders models in a QGLWidget. what I want is to render the current contents of the QGLWidget into a high resolution image and save it to...
Zein Salah
zeinsalah@...
Apr 29, 2005 5:49 pm
23770
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, 2005 10:20 am
23771
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, 2005 10:22 am
23772
Hi Guys I am using vertex shaders, and I found that user defined clipping planes does not work properly. I found in OpenGL forums that we must transform ...
Rhadamés Carmona
rcarmona@...
May 21, 2005 11:05 pm
23773
Oh God!... user defined clipping planes are bypassed in CG - vertex program?. How to clip polygons?... Cheers Rhadamés ... To: "Multiple recipients of list...
Rhadamés Carmona
rcarmona@...
May 21, 2005 11:59 pm
23774
well, I found this text in gamedev " Face Culling, User Clip Planes, Frustrum Clipping, Homogenous Divide and Viewport Mapping operate on pipeline stages after...
Rhadamés Carmona
rcarmona@...
May 22, 2005 12:50 am
23775
How to make a goodlooking 3d opengl planet...? ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Adam Skiba ...
Adam Skiba
adamskiba@...
May 22, 2005 4:15 pm
23776
Isn`t it just by putting a texture to a sphere? You could also make it better by implementing bump mapping. Well, unless you plan to include the height of ...
Sindharta Tanuwijaya
zaraasran@...
May 23, 2005 1:40 am
23777
Hi Rhadamès, when using vertex shaders/programs Clip Planes are defined in post transformed space, that is [1,0,0,0] clips away exactly half of your screen. ...
Maurizio de Pascale
mdepascale@...
May 23, 2005 8:20 am
23778
Hi Mauricio Which matrix transformation map points from object space to "post transformed space"?. Thanks again Rhadamés ... To: "Multiple recipients of list...
Rhadamés Carmona
rcarmona@...
May 23, 2005 11:26 am
23779
Hi Rhadamès, with "post transformed" I'm actually simply saying "post projection", that is standard model, view and proj matrices are used. Just remember that...
Maurizio de Pascale
mdepascale@...
May 23, 2005 3:01 pm
23780
... http://freshmeat.net/projects/fracplanet/ "fracplanet is an interactive application to generate and view random fractal planets and terrain with oceans,...
Phlip
phlipcpp@...
May 23, 2005 3:18 pm
23781
Thanks a lot Mauricio I tested the plane [1,0,0,0] and it clips in the middle (non vertex shader version), but still it does not work in CG vertex shader. I...
Rhadamés Carmona
rcarmona@...
May 23, 2005 5:21 pm
23782
... Might this only be on particular hardware? Some of the older nVidia chips use a 1D alpha texture to implement user clip planes without custom clipping...
Stephen J Baker
sjbaker@...
May 23, 2005 6:40 pm
23783
Hi Stephen I agree. It must not be implemented in vertex shader. But, it can be implemented after or before vertex shader. In my own fx5200 and fx6800 user ...
Rhadamés Carmona
rcarmona@...
May 23, 2005 7:55 pm
23784
... No - it can't be implemented before the vertex shader because the vertex shader can move the vertex around. Since any pre-shader clipper would have no...
Stephen J Baker
sjbaker@...
May 23, 2005 8:19 pm
23785
Well, I guess it pays to RTFM. According to the nVidia vertex_program extension: "What part of OpenGL do vertex programs specifically bypass? Vertex programs...
Stephen J Baker
sjbaker@...
May 23, 2005 8:24 pm
23786
I haven't had time to respond to this thread yet. A few comments: The fundamental problem is that user clipping semantics defined in the spec are...