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Comments:

<0> is Bi/Trilinear Filtering default ?
<1> no
<1> dont think so
<1> check the spec
<1> it's been a while since I looked..
<2> Afaik, the default is GL_LINEAR on both min and mag-filters.
<2> Since it isn't guaranteed that a texture has mipmaps.



<3> hey
<3> I was trying to figure how the shadows were made in Tony Hawks 4 (and Tony Hawks 3, which I think they are done the same way)... anyhows a while back now I converted some Tony Hawks 4 level models/textures to my own format, and it seems the shadows are like modelled/textured? so... I was wondering how I would go about generating/producing such shadows? or do you have suggestions of a better/faster technique?
<1> they're probably baked into the light maps
<3> hmm, but I done don't handle any light maps (not yet anyhows) when I render the maps I converted? hmm, sorry I don't have a great understanding of lightmaps, but I will be using them for sure, as Tony Hawks makes great use of them.
<3> speaking of which, I found a nice article on lightmaps at flipcode the other day actually, hehe
<3> I doubt they manually modelled the shadows...
<1> most new lighting models dont use light maps.
<3> I've also gotta figure out a workflow for adding/editing lightmaps in levels... well I use Blender for making levels and such, I should look if it can handle lightmaps, anyhows I'll try figure that out later
<3> Burga, k... how fast are these new lighting models? cause I'm aiming to keep my lib small and fast, with nothing fancy...
<1> err..
<3> hmm, well I'll look into finding a shadow technique that renders as polygons/textures... and then I will just capture/generate them...
<3> I think it works really well for simulating shadows cast off fences and things :)
<3> well take a look at Tony Hawk 3 :)
<1> **** TH3..
<1> those games are designed to run on last gen consoles
<3> exactly, I want last gen graphics... that don't need great PC's to run them
<3> shadow mapping would be my next choice...
<3> but i dunno
<3> Burga, "they're probably baked into the light maps"... that sounds like an interesting technique to me.:)
<1> it's used in games like q3 etc.
<1> and the earlier quakes
<1> go have a look at the code if you're interested
<3> "Is there a way to turn stencil shadow in 3DS into usable geometry?" see http://www.scifi-meshes.com/forums/3d-questions-answers/175-stencil-shadow-geometry.html <- thats alike what I'm looking todo... anyhows I will read throught that thread :)
<3> hey, is it possible to load in mipmaps that are provided, and generate the rest with GL_GENERATE_MIPMAP_SGIS???



<3> or do I just have to ignore the provided mipmaps? and have GL_GENERATE_MIPMAP_SGIS generate all?
<0> http://www.swiftless.cdadc.com/tutorials/opengl/opengltuts.html
<3> nice, first I've ever seen that website :)
<0> I can't comprehend how to generate a sphere though
<0> and texture it
<0> I know how to get a circle plotted on a screen
<0> I know how to make a sphere of vertexes
<0> but to put them in a list and sort em is another thing
<3> brb
<0> http://www.gdmag.com/code.htm
<4> would the Red Book be a good tutorial to learn OpenGL, or is it more of a reference guide?
<0> yes
<4> yes as in it's great learning material or yes as in it's more of a reference guide?
<4> or both?
<0> its good for both
<4> ok
<0> GLTVector4 vPlaneEquation;
<0> have you guys seen GLTVector4 before ?
<0> nm
<3> I used Plane Equation for collision detection...
<2> Unit_: Simple. Make an octarhedon, split each triangle N times, normalize the vectors and multiply them with the wanted radius.
<2> Unit_: Hold on, I'll make you some psuedo code
<2> http://rafb.net/paste/results/JrLz8012.html
<0> many thanks madsy
<2> No problem.
<2> Just one small err ro though. I bet you see it.
<2> error*


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