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Comments:

<0> Scottc, I thought we answered that already
<0> Don't have any pink in your textures, the texel interpolation makes your pixels blend with the pink color, as much as the alpha blends between 0.0 and 1.0 for these pixels
<0> If that's not the problem, feel free to describe again because I can't "test the app" ( unless you can produce Linux binaries )
<1> Urm, how is that interpolation?
<1> and why does pink matter?
<0> He has textures where pink pixels are meant to be transparent, with an alpha of 0.0, is my guess
<1> ah
<0> I'm widely guessing since he barely says anything
<1> don't blend then
<1> just alpha test.
<1> and bam. done.



<1> otherwise its a texture thats not using up all of the vram allocated to it
<0> That might not look as good though, better have the texture properly done
<1> and there's garbage
<1> its "proper" to alpha test
<1> you wouldn't want to blend this
<0> Would he? I have no idea what his textures are, we can drop the topic until he can describe the situation :)
<1> heh
<1> well, its clearly just the planet.
<1> Scottc - Say something.
<2> I think the pink lines are pretty :}
<2> (what's all the il* ****? is that like 'devil' or something?)
<3> ;p
<2> heh, is the PadImage method being called on an alpha'd identity and setting alpha 'on' for that last line? o.O
<1> So, we all know how cubemapping works...
<1> but when the gpu maps the reflection vector into the cubemap
<1> does anyone know what it actually does?
<1> (theres a number of things it *could* do)
<1> im looking for sort of a standard "right" thing to do
<2> have you trolled nvidias doc site?
<1> im doing that
<1> and ati's
<1> http://developer.nvidia.com/object/cube_map_ogl_tutorial.html <- here's an older version of how they do it
<1> Im not sure if thats what they would still do...
<1> it seems it would have boundary case problems.
<1> hmm seems like
<4> how mature is osg?
<4> and does it support multipipe?
<1> i doubt anyone here uses it
<5> is there a way you can take part of a texture and use it as a whole texture?
<5> like a built in gl command?
<2> uh, use the right texcoords?
<6> Scottc, for tiling? no.
<6> anything else yes
<4> what do you think of using QT as a windowing foundation? i heard maybe the event loop could be a performance hit?
<7> i'm currently going throw the redbook inorder to compile the code examples do i need to install visual c?
<5> good night, world
<8> swppop: obviously - you will need somne sort of compiler
<7> dose anybody write opengl with c this days?
<8> of course
<7> what ide / compiler should i use with the redbook examples ?



<7> under winxp.
<8> up to you.. Visual C, Dev-Cpp whatever
<9> I recommend code::blocks
<7> how do i get / install the aux lib?
<10> thats easy, you dont ;)
<10> aux is ancient, and never used anymore.. you dont need it
<7> i'll like to follow the book examples...
<10> its not supported anymore either
<7> so do i just read the book without running / writing the code in it?
<10> you dont need aux to compile the code in the redbook
<10> I dont think its even mentioned in my book :P
<10> what do you need it for? loading images?
<7> In the first chapter in the book theres an include for aux.h will the program run without it?
<7> under visual c++ 6?
<10> which aux commands are used? you might want to try this "hack" http://www.gamedev.net/community/forums/topic.asp?topic_id=275238
<10> dont pay attention to any nehe references though :)
<7> auxInitDisplayMode auxInitPosition and auxInitWindow
<10> ah, take a look at glut or SDL
<7> i'll like to run all code examples under c#
<10> if you know anything about programming, you'll have no trouble substituting the aux for one of them
<10> I dont think you'll find aux libs for c#
<7> theres a c#gl lib i think
<10> aux is not part of gl
<7> ok thanks i;ll review sdl.net
<10> www.libsdl.org
<10> is a good place to start
<10> they have all the information you need there
<10> and if you get stuck, just ask in here :)
<7> thanks again for all the help
<10> I'm not sure if there is a c# port of SDL though
<10> there might be
<7> so it's for c++?
<10> " SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, Pike, Pliant, Python, Ruby, and Smalltalk."
<10> looks like you can use c# just fine
<7> PHP??? it's a server side how can i run opengl on a web browser?
<11> swppop: i don't think you can. but you can run it on the box that has php installed
<11> just like with the opengl bidnings for php
<7> after downloading SDL-1.2.11 do i need to copy any of the files to windows/sys32?
<10> you could copy the .dll's there, but keeping them where your binary is compiled should work as well
<11> if you don't want to put the sdl dll in the directory of every program that uses it you might want to put it in some dir that is on your PATH
<10> and is probably a cleaner option
<7> sdldotnet-4.0.4-sdk-setup.exe requires framwork 1.1 i how do i tell what framework do i have i belive i got a higher version
<11> "requires 1.1" probably means "requires 1.1 or higher"
<7> Microsoft Visual Studio 2005 i think i got a higher V of framework
<12> guys, i'd like to implement a camera moving along a curve in my demo program. any good resources on that maybe?
<13> greetings, all
<13> Is there a good way to capture the color buffer, to make a screenshot?
<14> how can i send my video card opengl commands and get the results? ( not displayed ) ( in linux )


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