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vtp · The Virtual Terrain Project

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Group Information

  • Members: 537
  • Category: Graphics
  • Founded: Aug 21, 2000
  • Language: English
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Messages 120 - 149 of 6247   Oldest  |  < Older  |  Newer >  |  Newest
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120 Oliver Gerlach
gerlach@... Send Email
Oct 8, 2000
7:36 pm
hi everybody... i got a question concerning open-gl swap -buffer execution.... following situation : i have a roam-split only engine (everything disabled, only...
121 Discoe, Ben
ben@... Send Email
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...
122 Chris Babcock
cbabcock@... Send Email
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....
123 Phil Scadden
P.Scadden@... Send Email
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...
124 John Barstow
jbarstow@... Send Email
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 ...
125 Curtis L. Olson
curt@... Send Email
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...
126 Bryan Turner
bryan.turner@... Send Email
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 ...
127 Phil Scadden
P.Scadden@... Send Email
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,...
128 Tom Hubina
tomh@... Send Email
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...
129 Bryan Turner
bryan.turner@... Send Email
Oct 11, 2000
12:33 am
Curt, I feel strongly that continuous LOD is the 'solution&#39; to dynamic large-scale high-detail scene generation. It is efficient in time and memory, simple to...
130 Bryan Turner
bryan.turner@... Send Email
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@... Send Email
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]...
132 Tom Hubina
tomh@... Send Email
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...
133 Johan Hammes
jhammes@... Send Email
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. ...
134 mehmet mehmet
mehmet1357@... Send Email
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@... Send Email
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...
136 Tom Hubina
tomh@... Send Email
Oct 11, 2000
12:35 pm
... Oh look! A scam! Tom...
137 Bryan Turner
bryan.turner@... Send Email
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....
138 Bryan Turner
bryan.turner@... Send Email
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...
139 Johan Hammes
jhammes@... Send Email
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@... Send Email 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 ...
141 Johan Hammes
jhammes@... Send Email
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...
142 Discoe, Ben
ben@... Send Email
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...
143 Bryan Turner
bryan.turner@... Send Email
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...
144 Bryan Turner
bryan.turner@... Send Email
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...
145 Johan Hammes
jhammes@... Send Email
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...
146 Alex Pfaffe
alexpf@... Send Email
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...
147 Discoe, Ben
ben@... Send Email
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...
148 Thatcher Ulrich
tu@... Send Email
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...
149 Bryan Turner
bryan.turner@... Send Email
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...
Messages 120 - 149 of 6247   Oldest  |  < Older  |  Newer >  |  Newest
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