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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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