... a ... the ... Well, does the frame rate increase as much in proportion to the object's size on screen without VAR? ... FAQ and OpenGL Resources at: ...
T.M. Evans
tmadoc@...
Oct 1, 2000 7:34 am
16458
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ Silicon...
Dominic Curran
dcurran@...
Oct 1, 2000 8:36 am
16459
Hi all, I'm having a bit of trouble figuring out how to import wavefront obj's exported from 3d studio max into my application and use vertex arrays to render...
Matt Campbell
mcampbel@...
Oct 2, 2000 7:54 am
16460
Max uses a texture coordinate system which allows more than one texture coordinate per vertex. In OpenGL, if you are planning on rendering an object with one...
Sam McGrath
sammy@...
Oct 2, 2000 9:14 am
16461
most of the time vertex and texture coords indices are not the same, especially when a vertex is mapped to more than one texture, - I think the best (fast)...
Kamal Essoufi
kessoufi@...
Oct 2, 2000 10:01 am
16462
If some HTML showed up in my last mail, sorry! I just set up Outlook on this computer and forgot about that annoying default feature. (-: -Sam ... FAQ and...
Sam McGrath
sammy@...
Oct 2, 2000 10:32 am
16463
In my engine I have a house being rendered. I have a window to the house (a texture with an alpha channel where we can "see through" into the house). I also...
Sam McGrath
sammy@...
Oct 2, 2000 12:21 pm
16464
Ack...I guess this topic has been covered before...silly me (-: http://web2.airmail.net/sjbaker1/alpha_sorting.html -Sam ... To: <OPENGL-GAMEDEV-L@...>...
Sam McGrath
sammy@...
Oct 2, 2000 12:33 pm
16465
Basically what you should do is to draw the field and the inside of the house with writing and reading from the Zbuffer enabled and then the window without...
STAMATE VLAD
M210398@...
Oct 2, 2000 1:18 pm
16466
... Well, don't get *too* confident! glPolygonOffset is not without problems. If you have (say) a 'carpet' polygon lying on top of a larger 'floor' polygon -...
Stephen J Baker
sjbaker@...
Oct 2, 2000 2:57 pm
16467
... Somewhere between those two extremes works for most people. Check my FAQ: http://web2.airmail.net/sjbaker1/alpha_sorting.html ... Steve Baker...
Stephen J Baker
sjbaker@...
Oct 2, 2000 5:30 pm
16468
Just did a quick test, and no the framerate doesn't increase proportions with the object size. But I'm not getting the same results as the last time, so I'll...
Isaack Rasmussen
ir1350@...
Oct 2, 2000 7:03 pm
16469
You can use the Alpha-Test to cut out the fragments based on thier alpha value. For example: glAlphaFunc(GL_GEQUAL, 0.5f); glEnable(GL_ALPHA_TEST); Will only...
DMKeenan@...
Oct 2, 2000 10:30 pm
16470
... Watch for 'bleeding' of alpha values of adjacent texels in a texture map though -- if one texel has an alpha of 0.0, and all it's surround texels have...
Leath Muller
Leath.Muller@...
Oct 3, 2000 12:00 am
16471
... I just checked Steve's FAQ and am now officially awarding him the ASCII Artist of the Year Award!!! (C'mon, don't be slack, draw a before and after shot...
Leath Muller
Leath.Muller@...
Oct 3, 2000 12:31 am
16472
You don't need to split your meshes into more than one object. In OpenGL 1.1 just use gl*Pointer calls instead of glInterleavedArrays. glVertexPointer(...
Michael Kurth
mkurth@...
Oct 3, 2000 12:46 am
16473
I'm looking for any info on how to model 3DS Max point lighting attenuation in OpenGL. Max has 4 attenuation parameters: i) near start, ii) near end, iii) far...
Michael Pohoreski
Michael@...
Oct 3, 2000 1:30 am
16474
October 2nd, 2000 Monday It's time to get excited about life again! Quake II and Unreal Tournament use many 8-bit textures with palettes. These games have...
Colin Fahey
cfahey@...
Oct 3, 2000 4:42 am
16475
... Look at the paletted texture extension definition (grab it from OpenGL.org). The extension name you want to look for is EXT_paletted_texture and the name...
Leath Muller
Leath.Muller@...
Oct 3, 2000 5:24 am
16476
hi` in my experience you don't gain much when using texture palettes and Unreal Tournament uses it because Unreal used it and Unreal used it because it was a...
Hey, I'd like to know how I can setup color keying and if it is faster/more efficient than Alpha Blending. Currently I load 24bit bitmaps, convert them to RGBA...
Jörg Rüppel
asharky@...
Oct 3, 2000 5:28 pm
16479
... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Tuesday, October 03, 2000 3:35 PM ... Definately, if that's your...
Sam Stickland
sam@...
Oct 3, 2000 6:20 pm
16480
Yes, you would need less memory for Colorkeying and it probably would be faster too in SW. But it is not supported in OpenGL, and the way you do it with 32bit ...
Isaack Rasmussen
ir1350@...
Oct 3, 2000 6:50 pm
16481
OpenGL does not support colour keying. Get your artists to draw proper 32 bit alpha textures for better results. Cheers John ... Hey, I'd like to know how I...
Scott, John
JScott@...
Oct 3, 2000 6:50 pm
16482
I'm currently optimizing a game, for the Voodoo card. The target, read minimal, machine is a P166 with a 8 Megs Voodoo II. (don't laugh ;-) ) The problem I'm...
Jeffrey Rainy
jrainy@...
Oct 3, 2000 7:03 pm
16483
... You can't. ... If you could, it probably wouldn't be - so you can't. ... Congratulations! You already have the best possible solution! ... Steve Baker...
Stephen J Baker
sjbaker@...
Oct 3, 2000 7:26 pm
16484
Hello Multiple, I try to mix two ÔÅËÓÔÕÒÙ in memory. I want to receive result as in function: glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); Texture 1 img1...
Anatoly
ags@...
Oct 3, 2000 7:44 pm
16485
Texture swapping on the Voodoo cards is quick; even if you were thrashing somewhat, it would not matter. Voodoo2s have a decent enough fill rate; as long as...
Scott, John
JScott@...
Oct 3, 2000 7:45 pm
16486
Getting exactly 15fps sounds like a refresh rate problem. Try upping the refresh rate and see if the fps changes. Then try disabling waiting for vsync. ... To:...