@# Quotes DB     useful, funny, interesting





Google
 
Web www.quotesdb.info
Undernet  |  EFnet  |  Quakenet  |  Freenode  |  Dalnet  |  Ircnet  |  Galaxynet
Page: 1 2 3



Comments:

<0> hullo, what's an easy way to check for VBO support in c++?
<0> I tried the code on nehe's pages, but that seems like a pretty clumsy method.. also, it fails on my PC :P
<0> what's the "official" way to check if an extension is available?
<1> get the extension string and check if the name of the extension is listed
<1> i would guess this is what nehe is doing
<0> http://glprogramming.com/red/chapter14.html#name3
<0> that version then?
<0> the code there I mean?
<1> ya
<0> nehe does something.. odd.
<0> http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=45
<0> search for "i***tensionsupported"
<1> hes ding pretty much the same thing
<0> well, the extension is supported on my vidcard, but his function claims it isn't
<1> but his "QueryExtension" function works a bit different .. he said,he got it from opengl.org
<0> which makes me suspicious



<1> a) does the other one work for you? both do practically the same thing, but obviously in different ways .. one may be buggy, tho i doubt that .. considering how many people have already reviewed this cde
<1> b) check which renderer you get ..
<1> glGet (GL_VENDOR).. or something .. dont recall the exact call
<1> and GL_RENDERER for that matter
<1> on windows, a renderer by microsoft is the software renderer, so you wont have vbos there
<0> ok, I cocked up ;(
<0> I found the problem
<0> I decided to just list the glString
<0> and search manually first
<0> turns out, I was looking for ARB_vertex_buffer_object
<0> while I should be looking for GL_ARB_vertex_buffer_object
<0> :-/
<1> hm ;)
<0> ah well, an hour well spent ;D
<1> hehe
<0> thx anyway :D
<1> np :)
<0> btw, some short version like:
<0> strstr(glGetString(GL_EXTENSIONS,"ARB_vertex_buffer_object"))
<0> won't work well enough?
<1> not really
<0> oh, that's where I got the version without the GL_
<0> hah
<0> Im gonna have to track the author down and stab him in the eyeball
<1> it will also match "ARB_vertex_buffer_object2" which may be a completely different extension
<0> yeah, I suppose
<0> ah well, this function I have now works anyway :P
<1> :)
<0> anyone here who can lend a hand with VBOs?
<2> coding time
<2> :)
<3> _kw: how about two?
<0> hehe, hiya snort ;)
<0> you used em?
<3> nope
<0> aw :(
<3> i could though
<3> just need to learn what they are
<0> haha
<0> vertex buffer objects
<3> how are they different from vertex arrays?
<0> they're stored on the vidcard
<0> arrays are p***ed along over the bus every frame
<0> these arent
<0> they're sent once, then referred to by id
<0> easier on the bus that way :)
<3> so its just a better display list?
<0> hmm, sorta
<0> it's basically exactly like an array
<0> but with a few different api, through a gl extension, you can store the array on vidcard
<0> that's all really
<0> but my problem is
<0> there are basically three types of functions.. ones you use to set up something once.. ones you use every time the vertex data changes.. and ones you call every frame
<0> Im trying to figure out exactly what every VBO-related function does/is used for, so I know when to call which function
<0> the nehe example ***umes static data
<0> so I can't differentiate between one-time calls and once-per-data-change calls
<3> someone here will know
<0> yeah, I know ;P
<0> if only there'd be that someone talking ;D
<0> instead of just us two
<4> Forget everything you read on Nehe, and learn the extension specifications



<3> and there you go
<0> heh
<0> I know nehe is a bad example
<0> I didn't use any of his source, started from scratch
<4> http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt There are examples at the end
<3> is nehe bad?
<0> it just keeps coming up in my source results when I search for VBOs
<4> Yes, Nehe doesn't know what he is doing himself
<3> nice
<0> nehe has some pretty dirty code ;)
<3> i will add nehe to the lamothe pile
<0> it's good that nehe is giving a lot of people an easy step up into 3d coding
<0> I just wish he'd let someone else do the coding while he writes the tuts
<0> ;D
<4> I don't know if it's causing more good than harm
<3> ive never followed any of his tutorials because its hard to apply them to what i am doing
<0> I did follow his tuts at first
<4> People who learn from Nehe lack fundamental understanding of the concepts, and can't evolve beyond that point without re-learning properly
<0> then went off in my own direction after a while
<2> I use nehe's stuff for inspiration
<2> I think when u see every tut as a 'proof of concept' he rocks..
<4> Some of his "concepts" and methods are really bad, inappropriate, flawed or broken
<2> Maloeran: like what?
<4> What I know of Nehe comes from people coming here, stuck by lack of understanding of the basics
<2> btw. I don't remember him saying him that he wrote flawless code/concepts and stuff
<4> Sure, but there's much better out there.. The redbook is excellent to get through the basics
<2> yeah really like that one
<0> it's less hands-on tho
<0> which is what a lot of people like at first
<0> it's very motivating to get a working visible result right away
<0> and then read how it's done
<4> Even when you have no idea what you are doing? :) Perhaps
<0> it is ;)
<5> But why do it if you don't learn anything?
<5> You din't learn **** with that approach.
<5> don't*
<0> the same reason beginning programmers most often start with very high level languages
<0> quick results
<5> And nevertheless, it's even more motivating to see that hard work pay off in the end.
<0> then after a while looking how it could be done better
<4> I think it's more motivating when you perfectly understand what you are doing, and you already know what the next steps are to achieve your objectives
<0> yeah, "...in the end" being the keyword there ;)
<0> most people will get discouraged long before that and give up
<0> in a perfect world, everyone would want to know how everything works in-depth before even beginning to do anything.. but that's not the way people are. they start coding, and they want awesome 3d stuff happening. ASAP.
<5> Programming has never been lego building. So people shouldn't fool themselves thinking otherwise.
<5> _kw: That's not true. And people who think like that should really do more research.
<0> heh
<2> hey...just curious
<2> when creating a texture...I always do glPixelStorei(GL_UNPACK_ALIGNMENT,4);
<2> is the 4 defining that each pixel for the texture is rgba?
<4> You probably want a value of 1 to upload textures of less than 4 pixels wide properly, or mipmaps
<2> hmmm...talking about nehe-situations..this is something I always do but never really know why
<2> :)
<6> We need a wiki/faq update.
<7> which wiki?
<8> Forizzle
<6> a channel wiki
<8> Wangus
<7> does one exist/
<6> i knew the answer to kw's stuff earlier, but was too busy to respond
<6> hey Twingy :)
<6> sort_ - I think there's one on opengl.org now..
<6> but we should have a channel one.
<7> so, are you volunteering?
<7> :D
<6> mmm
<6> Ive considered it before
<6> But OpenGL is so ... dated
<6> I'm going to at least wait for 3.0
<9> you'll be waiting till 2010;P
<7> rotation is pissing me off :o


Name:

Comments:

Please enter the result of the sum 63 + 46 (to avoid spam):






Return to #opengl
or
Go to some related logs:

#politics
#beginner
#windows
grep and previous 10 lines
#politics
#red
#politics
C# how do I clear byte[] array
#eggtcl
Error Extra switch pattern with no body in TCL



Home  |  disclaimer  |  contact  |  submit quotes