| |
| |
| |
|
Comments:
<0> Do any of you guys have advice on having 2d text/icons overlaying the scene? <1> Stevie-O: just switch to orthographic projection and turn of depth buffering <1> then render it to the screen like any 2d obj. <2> hmmk <1> Anyone around that knows much about VBOs or something faster than vertex arrays, i'm getting really bad performance in some places and i dont know why <3> Hrm. I know a bit :P again, I use d3d more now <1> yea <1> well <4> I know PBOs pretty well, but I don't know much about anything dealing with geometry <1> for some reason i'm getting some pretty awfull slowdowns using vertex arrays <1> I wonder if its all the state changes or the rendering
<1> b/c d3d is a lot faster <1> and i copy the data twice with d3d <1> I looked at VBOs for opengl once, trying to find more info on it now, but it looked like it only worked for indexed geometry <4> I think now that the PBO extension is out, you can put pretty much whatever you feel like in the buffer <3> they work pretty much the same as regular vertex arrays <3> except you put the data in the vbo first <1> what is PBO ? <1> maybe i'll kill setting the rendermode and see if its the state changes causing the slowdown <1> i'm on a 7900GT and only getting like 10fps in some demos when my d3d gets 50 <1> its killing me ;| <5> state changes are generally to be avoided when possible <4> PBO is basically a VBO, but you can put textures in it... fewer restrictions basically <1> not possible to avoid them <1> I write a vid plugin for an emulator <3> ZeZu - put state changes in display lists <1> yes i was thinking of that <3> then call your DL to make the changes. <1> on my radeon9800 i never had this problem <3> but get rid of your vertex arrays and use vbos :p <1> well <4> can you put a dynamic texture in a display list? <1> vbos are just a cache or can i write directly into memory ? <1> (vram) <4> you can sorta write into memory... <3> ZeZu - you lock the data (get a memory ptr) and copy it over <4> it either winds up in what's called agp memory (for fast DMAs) or it winds up on the card <1> so pretty much like vbuffer in d3d ? <3> PBO's btw, are just an extension of the buffer interface to include pixel data <3> so you don't want to use them "instead" of vbos <1> i dont need pixel data i dont think, i load textures and get an id in the normal method <1> then just cache them <4> oh, and getting a real pointer with a VBO (mapbuffer or whatever) is typically pretty slow... getting the pointer takes much more time than the memcpy <4> BufferSubData is much faster <1> huh? <4> there's two ways of getting data into a VBO <4> one is you call a mapbuffer routine and it gives you a normal pointer that you can use with memcpy or whatever (even disk reads) <4> the other is to call BufferData and it uploads it for you, but you don't get a pointer to play with <1> hmm <4> You have to call BufferData anyway to allocate the memory <1> well i'll check them both out, see if i can just use bufferdata <1> Is there somewhere better than just http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt to get info on these ? <4> no, the oss.sgi.com examples are the best and sanest and easiest to understand that I've found, sadly <1> ok <1> thanks
<4> out of curiosity, I've got a grand total of 16 textured quads... will immediate mode kill me, or do I need to switch over vertex arrays? <3> you'll be fine <4> good... my texturing is kinda wonky <4> wasn't looking forward to figuring out how to make it work in any other way <1> I hope this helps out, this data isn't getting stored and staying cached it will get replaced every frame <1> so that means i need to delete all of the buffers each frame i'd imagine as well <4> no <4> you just call BufferSubData to replace what's changed <3> zezu - you just tell them they're dynamic and sub the data <1> ok <4> looks like all of my program's time is spent in BufferSubData <4> seriously starting to suspect a motherboard issue <4> speed test on our raid array runs at the same speed as a ramdisk :) <6> hi <7> need help with push/pop matrix <8> Ask away <7> i;m drawing 6X6 lines to creat a "grid" can i paste code here? <8> Use rafb.net/paste preferably <7> whts rafb? <8> Post there and give us the url <8> It's commonly used to share code without flooding channels <7> whats the full url? <8> www.rafb.net/paste/ <7> ok sec <7> there http://rafb.net/paste/results/BRxnYn97.html <7> so i;m drawing the lines and after that i'm calling afunction that moves a QUADS but it clears the screen and i don't see the 'grid' <7> so i thought to use push pop matrix one matrix for the 'grid' and anothere for the QUADS <8> Are you drawing at a Z of 1.0 with a default modelview matrix when your near plane is at 0.1? <7> allso if posible can you recomand me an opengl book? <8> Topic, the redbook <8> The paper version covers more, but the basics are the same <8> at a Z of 0.0 I meant, with your glVertex2 <7> i use glVertex2 4 times to draw the lines each time diffreant values <8> Ah there's a glTranslate. Execution flow isn't entirely clear with this Java thing :) <7> where the glTranslate causes me the "lose" the grid? <8> This code is seriously weird. Why call glClear() before rendering quad and after the grid? The Push/Pop is quite useless there <7> i'm a bigginer... <8> Your glClear() is clearing the color and depth buffers, so your grid disappears <8> I recommend reading the Redbook and staying very far away from Nehe <7> hehe ok what line is the wrong call for glClear <8> Clear the buffers at the beginning of the frame, not after rendering the lines <7> i'm trying amazon and ebay to find Redbook it seems there a lot of rebooks is the a more specifiec name? <7> i've removed the glClear() but i got the same problem i had without this line the moveing qued is'n been cleared and i't all smeared when it moves <7> leaveing it's trail <8> Clear the buffers at the beginning of the frame <7> i'm not sure where is it <8> You really need to read the Redbook and understand the basics of opengl before poking around. These Nehe lessons have got everything wrong <7> ok thanks do you know where can i get it at and dose it have a more specific name may be an aouther name? <8> There's an url to an online version right in the topic <7> thanks alot for all your help! <8> The paper version covers more features regarding recent hardware, but you can learn the basics in any version
Return to
#opengl or Go to some related
logs:
openbsd+Envy24 #windowsxp #gentoo #delphi Dsd0.1.1424.0.msi
#asp _3fg
glulookat does nothing #windows #computers
|
|