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<0> Does anyone know where I can get the teapot model in a common format that has available loaders?
<1> http://www.google.com/q=utah+teapot+model
<0> you realize this 404s? it should be a "?"
<1> woops... meh, the message was conveyed :)
<0> and I did google that, couldn't find the model in polys-and-verts format, only nurbs.
<1> uh, the point of it is that it's an implicit surface...
<0> yes, but someone, somewhere, must've put it in a polygonal form.
<1> probably, try adding something to the search string to denote what you want
<1> 'dxf' or 'stl' might be good
<2> I have one in .x format if you want it :P
<1> ew
<2> there's always http://www.sjbaker.org/teapot/teaset.tgz :P
<0> Astaroth_: Can you send me that teapot in .x?
<2> sure



<0> Astaroth_: thanks
<2> no problem
<0> I need a simple cube model, indexed in a way that allows direct drwing with glDrawElements
<1> so make one
<0> how?
<1> erm, specify vertices? y'know... by hand?
<0> I don't have any 3d modelling packages
<0> ...
<0> mind numbingly boring
<1> c'mon, twelve vertices...
<1> 36 numbers
<1> you can't be ***ed to do that???
<0> I'll do it as a last resort
<0> I'm doing one
<0> mind peer reviewing it?
<3> im going to smoke some spices good tonight
<3> do a bit of cooking
<3> no
<3> bad Erik!
<3> killer bee's
<3> 500 stings and ur dead
<3> instantly
<3> 200 and you need to see a doctor soon
<3> and if that dont get you I have a few tray's full of bullet ants waiting for you while you sleep
<3> might not kill you but it will make you wish you had been
<1> ...
<1> :D
<3> sorry, my body is burnt from the sun and its hell trying to figure out this gamedev junk I so badly desire
<3> im edgy atm
<3> how tricky is per pixel lighting ?
<3> do most all ARB extensions work on most video cards ?
<3> http://www.humus.ca/3D/ASCII_large.jpg
<3> mal check this out http://www.humus.ca/3D/Chess.rar
<3> hahah all motion blure is NewFrame = OldFrame * a + ThisFrame * (1-a)
<3> crazy
<3> hahaha "This gotta be the first implementation of 1-bit perpixel lighting. Quite cool, but pretty useless "
<3> is Laplace filter like a sobel kernel ?
<4> no it's like a purple nurple
<3> I like it allready
<3> ahhhh no way
<5> hm. definately not the first 1-bit per pixel lighting :D
<3> oops I forgot to finish my no way
<3> http://www.microsoft.com/pressp***/press/2006/aug06/08-13XNAGameStudioPR.mspx
<3> Yesterday Microsoft announced an end to that model of development during Gamefest 2006. Chris Satchell, General Manager of Microsoft's Game Developer Group, announced the free availability of XNA Game Studio Express later this year,
<3> GREAT!!
<3> http://www.joinfear.com/
<3> http://www.beyond3d.com/
<3> http://www.ati.com/developer/radeonSDK.html



<3> **** its huge
<3> im contimplating on moving to directx untill opengl 3 comes out
<6> is there a way to force antialiasing to be turned off?
<5> Unit41 - its the thing to do :)
<5> :p
<5> Everyone is really waiting for GL3..
<7> what's better teamspeak or ventrillo?
<7> for 1 on 1
<8> Rocket Arena
<7> huh>
<8> nvm.
<9> i use vent
<9> it works fine
<10> vent
<11> hi all
<12> all, is there any native support for sudivision patches in opengl ? If so what type, and where can I find out about it?
<13> http://www.opengl.org/wiki/index.php/Main_Page
<13> oops wrong window
<14> auld did you find what you were searching for? ;)
<12> no
<12> I even checked the extension registry and didnt see anything obvious
<14> you mean like gluNurbsSurface() ?
<14> http://www.rush3d.com/reference/opengl-redbook-1.1/chapter11.html
<12> no thats no use to me
<14> why?
<1> you mean LOD ?
<12> I need a low poly count model, made into high using modern subdivision techniques I dont want the artist to have to use nurbs modelling
<1> that's tesselation... no, there is no opengl function for that, because there's no "best" way
<1> it all depends on your use
<1> if you're talking about tesselating a planar triangle, you do it quite differently then if you tesselate an approximation of a curved surface :)
<12> yes but DX will have it native in 10
<1> so?
<14> isn't there gluTessVertex or something?
<1> dx has added a lot off retarded **** and removed it later
<12> so I thought manufacturers might have proposed an equivalent interface for opengl
<1> (and glu is not opengl, it sits ontop of opengl)
<12> glu is fine, but its no a subdivision surface
<12> its s simple tesselation and the two are different
<1> when I see 'subdivision surface', the first thing I think of is a way of coping with an implicit surface, which is clearly not what you mean... I'm not really sure what exactly you mean, you're using d3d words instead of computer graphics words :(
<12> excuse me are you serious?
<1> only on tuesdays
<12> http://grail.cs.washington.edu/projects/subdivision/
<12> http://www.multires.caltech.edu/teaching/courses/subdivision/
<1> ookay, so you ARE talking about implicit surfaces
<12> AND Im useing the correct CG term
<1> <-- points to 'nurbs' in the first sentence
<1> so why are you saying that nurbs are of no use to yoU? :D
<1> wait, lemme read
<1> bah, screwit, I gotta to go a meeting
<12> I guess the answer is no...opengl doesnt support it
<12> if you want to know *why* I dont want nurbs, see this
<12> http://en.wikipedia.org/wiki/Subdivision_surface
<14> well..
<14> help this one? http://www.csl.sony.co.jp/person/nielsen/visualcomputing/programs/spheresubdivision.cpp
<12> thanks but not too helpful, I was looking for an opengl implementation like ATIs proposed PN triangles
<12> what happend to that ?
<12> ie I need it in the drivers, nt in my code
<12> but I think we are drawing a blank here...
<3> http://www.opensg.org/index.EN.html
<15> if i had a texture quad target that i am 'shooting' at, how would make the texture transparent in shot areas to represent bullet holes?
<2> you could use the stencil buffer, but using the alpha channel might give better results (and might be harder to do efficiently)
<15> is there a specific technique for doing this that i can look up?


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