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Comments:

<0> Dont think this is a help chan but is anyoen familar with 3ds max?
<1> The topic is mostly OpenGL programming help, but perhaps you'll find someone to help with 3dsmax
<0> mmm
<1> There must be a channel about 3dsmax somewhere, try google or other networks if you don't find anything
<0> true, foudn this one threw google :p
<2> there's a cracking blender channel on freenode ;)
<0> my problems with 3ds max spesificly, but thanks
<2> I know, it was deliberate
<2> what's gluPerspective, redbook uses it but I don't have the headers/libraries to use it



<2> got it, it's in glu
<2> oddly ;)
<3> can someone advise me of what blend function to use to make a texture's black components transparent?
<1> Only the black color? Can't be done unless you use a fragment shader and alter the alpha component based on RGB
<1> Alternatively, supply your texture with an alpha channel which you can compute from the RGB part
<3> can I do that with a bitmap tho?
<3> or would I have to use something else?
<1> That format can't contain an alpha channel, but you can load it and add an alpha channel yourself at runtime
<1> Still preferably, use a better format like png
<4> is it just me, or does DX10 complete removal of FFP, make it much hard to get started with?
<4> i miss the ability to just turn on an otopn and it work, but now every combination of effect need its own complete shader
<1> Doesn't seem to be the right channel. OpenGL still got its FFP
<5> yes, the FFP mising is going to make it alot more hadrer for the amateur gamedev ihmo.. es. those trying to get started
<1> How can they write backwards compatible code then, something that will run on a gf4 or so?
<5> gf2 dude
<5> gf3 and 4 had PS and VS
<1> Not really, they had register combiners ; not serial programmable shaders
<5> A Reuters new article reports the development of the world's densest memory circuit at Caltech & UCLA. The circuit has a bit storage density of 100Gb/cm^2
<1> RAM got to increase in speed mostly, it doesn't keep up with processors
<6> Maloeran: Are you sure? I believe that the GF4 had GL_ARB_fragment_program?
<6> Or a vendor extension which was similar.
<6> I.e a very basic ***embly like shader language
<5> GF4Ti had 1.2 PS
<6> Rangar: Something DirectX'ish?
<5> oh, PixelShader
<5> PS, FS, same thing really
<2> Morning
<7> hello
<8> hi all
<9> hi
<3> can someone help me? I finally managed to load a TGA image as a texture, but where the alpha layer is, it's picking up on a previous glColor ***ignment and filling it in with that instead of being transparent.. Any ideas on what I missed?
<1> Did you load the texture to have an alpha channel?
<1> Paste your glTexImage2D call
<3> glTexImage2D( GL_TEXTURE_2D, 0, tgaImage.m_texFormat,
<3> tgaImage.m_nImageWidth, tgaImage.m_nImageHeight,
<3> 0, tgaImage.m_texFormat, GL_UNSIGNED_BYTE,
<3> tgaImage.m_nImageData );
<1> And what's tgaImage.m_texFormat?
<3> i dunno. :) I'm using a tga.h file that someone else created, and just using their example that's supposed to be displaying a texture with transparent areas.



<3> i'm wondering if one of my modes is off? like blending or alpha or something like that?
<1> If you get blending but only with the primary color, apparently ignoring the texture's alpha, I don't think that's the problem
<3> because the image itself is displaying correctly, it's just the areas that are supposed to be transparent are filled with the glColor setting.
<1> Did you enable blending?
<3> yeah. I've tried it will it enabled and disabled and it just spits out the same thing.
<1> What's your glBlendFunc, default?
<3> glBlendFunc(GL_SRC_ALPHA,GL_ONE);
<1> ResultingFragment = Incoming*SRC_ALPHA + WhatIsAlreadyInTheFrameBuffer*1.0;
<3> ok. so what would you suggest I use instead? :)
<1> I don't know what you want to achieve nor too sure what you are presently getting
<1> Blending should presently work, but any blended primitive sees its color "added" to what's presently there, saturating up to white
<3> hmm. ok, I seem to have figured it out somehow...
<3> by changing the texenvf to modulate, and changing the color4f to white that seemed to work..
<1> Ah right, good. I was going to ask about TexEnv() after clearing up blending
<3> thanks for your help. :)
<2> Maloeran: can you move the origin? say I wanted to draw a model around 10,4,-2 instead of 0,0,0
<1> Not exactly, but you can translate your modelview matrix by which everything is multiplied ; ends up pretty much the same
<2> so just draw it at 0,0,0 and move the lot then?
<10> zid`, look up translation in the redbook
<2> med: NO U?
<2> in all honesty it's easier to ask maloeran
<10> page 70
<2> hmm what image format should I use I wonder
<2> png?
<1> png is fairly good , yes
<2> I love pngs
<2> be there libpng for mingw I wonder
<1> I'm sure it's portable
<2> I think there's a patch for it to make it build on mingw
<2> so that I can use it
<2> binaries would be better :/
<2> oh wow
<2> zlib built fine without so much as a warning
<1> There's no reason for these libraries not to be fully portable
<1> Except to architectures where bytes aren't 8 bits perhaps, and so on
<2> I usualy have a lot of pain trying to build apps with mingw that were originaly from linux
<1> Libraries like libpng should be quite fine
<2> what am I looking for here, .a files?
<2> yep
<2> cp *.a \dev-c++\lib worked well enough for libpng to build
<2> now, off to read the docs on libpng to see if I can't get a png displayed instead of my bmp, back in a few days
<1> Grab an example, simple stuff
<2> using my existing ogl
<2> as in, s/bmp/png and have it 'work'
<2> I like the way png renders, it's cool


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