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Messages 21330 - 21359 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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21330
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@...
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Oct 1, 2002
7:31 am
21331
Hi, You enabled texturing but did not load any textures actually. ... That will have unexpected results. Try commenting that line out. And also Flush and...
Vlad Stamate
vlad.stamate@...
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Oct 1, 2002
9:56 am
21332
This smells of a win16 mutex issue. You only want to have one thread that does GUI stuff under Windows, otherwise you can deadlock. The thread that creates...
Toby Jones
tjones@...
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Oct 1, 2002
7:27 pm
21333
where can I get hold of that web address ? sgi's ? thanks, jm. ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent:...
JM
jm_1983310@...
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Oct 1, 2002
8:33 pm
21334
Look here: http://oss.sgi.com/projects/ogl-sample/ Needs a little time to get used to watching the other side of the mirror but it really helps sometimes... ...
Sebastien Metrot
meeloo@...
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Oct 1, 2002
10:00 pm
21335
thanks man, I got it. jm. ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Wednesday, October 02, 2002 12:38 AM ...
JM
jm_1983310@...
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Oct 1, 2002
10:47 pm
21336
Hi all, I am adding skeletal animation to my max exporter and am running up onto a problem my brain cannot visualize... Max's orients everything with the Y...
Joe Collins
joegd@...
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Oct 2, 2002
8:07 pm
21337
Hi, Could anybody explain me the math of the projection matrix (the way I should generate the matrix, which corresponds the given FOV and level of...
Romul
krandv@...
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Oct 3, 2002
7:15 am
21338
The page you are probably looking for is: oss.sgi.com/projects Vlad Stamate www.powervr.com ... Sent: 01 October 2002 22:18 To: Multiple recipients of list...
Vlad Stamate
vlad.stamate@...
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Oct 3, 2002
9:30 am
21339
Hello, We are working on a spacegame project, we have done a lot, but we have a little problem. As we are in space, there are very big number vs very small...
Goyman
goyman@...
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Oct 3, 2002
9:49 am
21340
... Lots of links: http://www.google.com/search?q=perspective+projection+matrix+fov -- Bert ... FAQ and OpenGL Resources at: ...
Bert Freudenberg
bert@...
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Oct 3, 2002
10:40 am
21341
That's not such a big number really, you can certainly get away with passing much larger numbers than that to OGL. Large numbers may lead to bad precision and...
tmadoc@...
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Oct 3, 2002
11:15 am
21342
Firs you can't really use floats because their accuracy is not high enough to mix very big numbers with very small ones. If you have a ship 100meters long 4AU...
Sebastien Metrot
meeloo@...
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Oct 3, 2002
11:22 am
21343
Does anyone have any sample code, as to how this is used? Searched the archives and saw something about a z- pyramid and rendering bounding volumes and stuff, ...
Odin Jensen
odin@...
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Oct 3, 2002
1:17 pm
21344
Don't forget considering the depth buffer. You will get to work yourself into some clever coding to avoid nasty clipping problems due to depth buffer limits. ...
Peter Venis
petervenis@...
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Oct 3, 2002
1:20 pm
21345
... The nVidia occlusion extension is *much* better - and includes an example program right there in the extension specification. ... Steve Baker...
Stephen J Baker
sjbaker@...
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Oct 3, 2002
3:31 pm
21346
Actually, an infinite projection (no far clipping plane) is very easy to set up: projection[2][2] = -1 projection[3][2] = -2 * znear Of course, z precision...
tmadoc@...
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Oct 3, 2002
4:24 pm
21347
I think the best way to do this is to use 2 different view-frustums. The first one for all objects which are far away (for example 1000 units), and the second...
Markus Hillbrand
m_hillbrand@...
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Oct 3, 2002
4:31 pm
21348
... No; the precision of a floating-point number is only 24 bits. You will get massive jitters and stuff moving around all over the screen if you cram large...
Jon Watte
hplus@...
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Oct 3, 2002
4:32 pm
21349
Try a search for the GL_NV_occlusion_query extension. This extension is the extended, and more actual version of the GL_HP_occlusion extension, as far as I...
Markus Hillbrand
m_hillbrand@...
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Oct 3, 2002
4:33 pm
21350
... Yeah, but the HP extension works on both NVidia and ATI cards. If we rely on special vendor features, we might as well be using D.....X ;) Odin (On a more...
Odin Jensen
odin@...
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Oct 3, 2002
4:49 pm
21351
(This is a Linux/Xfree86 question) I have an OpenGL program that (attempts) to run in Full-screen mode on nVidia hardware/drivers. I'm using raw Xlib commands...
Stephen J Baker
sjbaker@...
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Oct 3, 2002
5:26 pm
21352
We've gone through this before on this list. For scenes that are very large but sparse in depth (like space), I believe the solution was along these lines: ...
Alex Mohr
amohr@...
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Oct 3, 2002
5:33 pm
21353
How are you using glXChooseVisual when creating your OpenGL context? You should be calling it along the lines of... glXChooseVisual(dpy, screen,...
Simon Michelmore
simon-m@...
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Oct 3, 2002
5:42 pm
21354
... Yes. It's also much nicer than the HP extension: 1) The NV extension returns the number of fragments that passed the Z test - where the HP extension only...
Stephen J Baker
sjbaker@...
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Oct 3, 2002
5:50 pm
21355
How are you using glXChooseVisual when creating your OpenGL context? You should be calling it along the lines of... glXChooseVisual(dpy, screen,...
Simon Michelmore
simon-m@...
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Oct 3, 2002
5:56 pm
21356
Yeah. It's just that vendor specific extensions is bad :) Anyhoo. I'll check it out. Thanks Odin ... FAQ and OpenGL Resources at: ...
Odin Jensen
odin@...
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Oct 3, 2002
6:43 pm
21357
... Yep - that's what I have - except that I don't specify the GLX_ALPHA_SIZE and I do have: GLX_SAMPLE_BUFFERS_ARB, 1, GLX_SAMPLES_ARB, 4, ... Yep -...
Stephen J Baker
sjbaker@...
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Oct 3, 2002
6:51 pm
21358
HP_occlusion_test is a "vendor extension" as well. ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Cass...
Cass Everitt
CEveritt@...
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Oct 3, 2002
7:21 pm
21359
But more widely supported (NVidia/ATI) :) It would REALLY be nice to see occlusion culling as a part of OpenGL 1.5-2.0 ... FAQ and OpenGL Resources at: ...
Odin Jensen
odin@...
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Oct 3, 2002
7:41 pm
Messages 21330 - 21359 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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