hi everybody... i got a question concerning open-gl swap -buffer execution.... following situation : i have a roam-split only engine (everything disabled, only...
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Discoe, Ben
ben@...
Oct 10, 2000 12:31 am
Hi Olly, I don't have a good explanation for your buffer-swap behavior, but i have a couple thoughts. 1. What card are you using? I used to see a behavior...
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Chris Babcock
cbabcock@...
Oct 10, 2000 7:33 am
Looks like you may have dropped just below the refresh rate and the swapbuffer sync up is dropping you down to the next lower multiple of the vertical retrace....
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Phil Scadden
P.Scadden@...
Oct 10, 2000 8:29 pm
This is also really an OpenGL question but I was wondering what people do about management of the aerial photo (or whatever) textures on terrains. If you have...
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John Barstow
jbarstow@...
Oct 10, 2000 8:35 pm
After looking at a lot of the requirements for my engine, I've come to the conclusion that loose octrees are going to be the most useful way for me to ...
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Curtis L. Olson
curt@...
Oct 10, 2000 8:57 pm
... Phil, I'd be interested in hearing other people's thoughts on these issues as well. Here are some thoughts/comments/questions of my own: I know that max...
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Bryan Turner
bryan.turner@...
Oct 11, 2000 12:04 am
Curt, This list is pretty cool, just as I'm starting to implementing features, they come up for discussion! Anyway, the idea about using the sub-texture ...
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Phil Scadden
P.Scadden@...
Oct 11, 2000 12:19 am
... Hi. I've been studying your LOD algorithm closely so guess not surprising you are working on this too. The question that interested me with tiling though,...
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Tom Hubina
tomh@...
Oct 11, 2000 12:20 am
... <snip description> A few problems with your method: 1. You'll see seams between texture tiles. 2. Your texture LOD is strictly distance based, which is...
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Bryan Turner
bryan.turner@...
Oct 11, 2000 12:33 am
Curt, I feel strongly that continuous LOD is the 'solution39; to dynamic large-scale high-detail scene generation. It is efficient in time and memory, simple to...
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Bryan Turner
bryan.turner@...
Oct 11, 2000 12:41 am
Tom, Seams are only an issue if you end the texture at the edge of the polygon. The textures have a small border which is off the edge of the polygon, so when...
131
Oliver Gerlach
gerlach@...
Oct 11, 2000 1:11 am
... From: Oliver Gerlach <gerlach@...> To: Discoe, Ben <ben.discoe@...> Sent: Wednesday, October 11, 2000 3:00 AM Subject: Re: [vtp]...
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Tom Hubina
tomh@...
Oct 11, 2000 1:14 am
... The seems I'm talking about will show up where two patches of different texel density meet. Mip-mapping and proper boundaries (as you mention, although...
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Johan Hammes
jhammes@...
Oct 11, 2000 8:07 am
Hi ... Have a look at my website http://mzone.mweb.co.za/residents/jhammes/main.htm I have been doing this for a year now. Exactly the glTexSubImage command. ...
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mehmet mehmet
mehmet1357@...
Oct 11, 2000 9:25 am
Hi group; The thing that going far away using (Los angles to New york) using LOD intersted me. I am thinking of it also. I investigated one algorithm and ...
135
studiomax
studiomax@...
Oct 11, 2000 12:12 pm
3D StudioMax release 3.1 Eastern European vendor will mail you an unlicensed copy of 3D StudioMax release 3.1 on CD for only $30. Cost includes shipping and...
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Tom Hubina
tomh@...
Oct 11, 2000 12:35 pm
... Oh look! A scam! Tom...
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Bryan Turner
bryan.turner@...
Oct 11, 2000 1:47 pm
Mehmet, Although it is just plain easier with power of two scales, nothing in the ROAM or Quad Tree algorithms dictates this. It is an implementation issue....
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Bryan Turner
bryan.turner@...
Oct 11, 2000 1:56 pm
Phil, Well, like I mentioned, this is still the initial design phases. My design criteria are infinite texture LOD, easy paging to disk, specific texture...
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Johan Hammes
jhammes@...
Oct 11, 2000 2:48 pm
... occur ... eat ... I have been doong this for a year now, and NO, unless you do something very stupid the problem defentely isn't in the seams. Neither...
140
bryan.turner@...
Oct 11, 2000 3:14 pm
Johan, Excellent! Then I'll stop worrying about my basic premise and start coding. :) As for the texture resolution popping.. hmm.. I can only imagine ...
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Johan Hammes
jhammes@...
Oct 11, 2000 4:29 pm
Hi Bryan ... Currently nothing (wish I had more hours in a day) Your basic problem is that depending on the type of game that you are looking at , it is...
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Discoe, Ben
ben@...
Oct 11, 2000 10:09 pm
I have banned that email address. No mailing list is impervious to spam, but we can try to limit it. Sorry, Ben...
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Bryan Turner
bryan.turner@...
Oct 13, 2000 1:46 pm
[repost for group from private e-mail] Phil, I finished the simple tiled-texturing. It uses 256x256 pixel textures in a 4x4 matrix to cover the 1024x1024...
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Bryan Turner
bryan.turner@...
Oct 20, 2000 12:45 am
Woohoo! Success. I finished the LOD Texture proof-of-concept. It works better than I had imagined and was particularly easy to implement in the current...
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Johan Hammes
jhammes@...
Oct 20, 2000 7:29 am
Hi Bryan The screenshots look nice, well done. One a lot less serious note, could we all stop calling our applications TERRAIN VIEW, I also have some of those...
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Alex Pfaffe
alexpf@...
Oct 20, 2000 5:14 pm
This is mostly a question directed at Ben, but everyone who has used his tools can probably benefit from the answer. I am using Ben's DEM/BT loader code, but...
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Discoe, Ben
ben@...
Oct 20, 2000 5:48 pm
Hi Alex, ... The m_area field contains the extents in the coordinate system which the grid is using. The grid is always a rectangle aligned with the...
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Thatcher Ulrich
tu@...
Oct 20, 2000 7:01 pm
... Yeah, I've found that if you can switch at a reasonable distance, the texture transitions between LODs are a non-issue. ... From what I can gather, your...
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Bryan Turner
bryan.turner@...
Oct 20, 2000 9:58 pm
This seems like a reasonable place to dig, sorry if these may be a bit off-topic. I'm looking for information on wavelet compression formats (not the wavelet...