| |
| |
| |
|
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
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
|
|