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Comments:
<0> julu: What kind of "results"? <0> Stevie-O: glReadPixels, allthough it's slow. <1> is it possible to capture the entire contents of the screen and then map it as a texture without going through system memory? <0> Maybe. You could copy the current buffer's contents with glCopyTex(Sub)Image*
<0> But whether it uses system memory or just video memory for the copying, might be implementation defined, I believe. <0> Check the OpenGL specification, if it's important to you. Usually, it's sufficiently effective. <1> alright thanks <2> anyone know the difference between st vs uv's? <0> shades: And what is 'u' and 'v'? <0> Afaik, it's just different letters used to describe the same thing. <2> oh <2> thats what I was hoping <0> In what context are you asking this question? <3> hello <3> What's a nice way to compute a generalized normal of a polygon with more than 3 points? It might even have errors in it, like being non-planar <3> Right now, I triangulate it, sum up the normals of the triangles, and normalize that <4> heya <4> How's the ol' gang doin? <4> what's everyone been up to as of late?
<5> Return0: it's real quiet in here.. so, not much :P <4> :P <4> Yeah I haven't been by for a good while either <4> I got a job finally. <4> As of about a month before GDC I've been pretty busy. I spent a while on Animadead before GDC because I thought it might help to make a big release before GDC, but then I wasn't where I wanted to be and so I never finished the release. <4> It didn't matter much I guess, since then I did a ton of programming tests, and phone interviews and I managed to secure a job before school ended. <6> kewl <6> :) <4> So now I work for THQ, sort of. <4> ... for one of the studios THQ owns. <4> Heavy Iron <6> ah <6> there's a THQ studio not far from here... Studio Australia <4> they made the incredibles game and some spongebob games :P <4> ah <4> well, I'm off, ttyl.
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