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<0> anybody here have experience mipmapping 3d textures?
<0> or really any 3d texture experience.. I am having trouble understanding the difference between EYE and OBJECT relative automatic tcoord generation
<0> I guess, in eyespace, if I call glRotate on a textured object, the object rotates and the tcoords stay the same.. so the object will potentially get different tcoords. in OBJECT relative, this is not the case?
<1> hello
<1> I'm developing a 3d game with a high polygon count.. I'm just wondering if drawing geometry using the typical GL_TRIANGLE_STRIP and such, each frame, is a cpu-limited way to do things?
<2> ick
<1> and if there are more efficient methods of doing geometry, or is this the most common and practical one
<2> You will need to use vertex objects
<1> ok
<1> VBO's
<2> and what exactly is high poly count.. the level, creatures or both?
<1> the terrain
<1> it's all outdoors
<2> k, so use VBO's with quadtrees
<1> i'm not concerned about the creatures and such, fairly cartoonish low poly
<1> quadtree LOD you mean?



<2> quadtree != LOD
<1> ok
<2> but you can LOD usig your quadtree
<1> i don't need level of detail in my game
<1> there's no large pre-rendered mesh
<2> k, here are some things for you to explore... quadtrees, vbo's, texture splatting and geomipmapping
<2> that will give you a good start
<1> just a high poly static generated mesh that you dnt walk around further than you can see
<0> geomipmapping?
<1> so i'm generating the mesh with a static level of detail from the beginning
<2> freakmod: ou would be surprised how ****y that is - your NEED LOPD, even today
<1> ok thanks Rangar
<1> well
<1> i'll surely add frustrum culling
<0> you mean manually?
<1> but if i'm standing at the center of a mesh and all i can do is rotate around and i don't move around anywhere
<0> doesnt everybody define a perspective matrix?
<1> would LOD still benefit me then?
<1> or wouldnt a static level of detail mesh be enough ?
<2> I'll let you explore that yourself :)
<0> well if you cant move.. it sounds like your camera isnt set up correctly
<1> oh, i don't want the player to move
<1> just rotate around
<1> from the center of the mesh
<1> the mesh doesn't go past horizon, but it will be very detailed near the player
<2> your requirements on LOD etc. may depend on your game - so this is what u need to explore on your own
<1> ok Rangar
<0> if you dont move your camera.. LOD means alot less
<1> thanks for the pointers
<1> yeh that's what i was thinking
<1> since i dont need to change the detail on the far away parts of the mesh
<1> they'll stay the same distance from you all the time
<0> hell, i get enough speed with straight lists
<1> hmm?
<1> lists = no lod?
<2> he's talking display lists
<0> err yeah..
<0> I don't need LOD because I'm writing a volume renderer
<1> ah i see
<1> very cool
<0> taking cross-sections through a 3D texture
<1> voxel based?
<2> freakmod: i suggest before u undertake a game, you first learn about opengl
<1> i'm learning by doing :P
<0> just make a 3d texture, then start throwing polys at it :)
<0> the hard part is staging bricked-data in from disk to memory to video memory
<2> freakmod; atleast read the redbook
<1> ok, will do. i've skimmed the beginning but i'll check out the rest
<0> my boss ordered me the 1.4 redbook :(
<2> where do ya work?
<0> Dynamic Graphics, Inc. they do geophysical viz
<1> cool
<0> just a temp job.. especially if I hang out on IRC all the time :>
<2> sweet
<1> :D
<2> hahahahaha
<0> they pay pretty well, though
<0> "im getting paid boku to sit around talking trash in bitchx"
<2> man
<2> atleast they should pay you for chatting with x-chat, how dare they pay you for using bitchx - man
<0> well.. dont have much of a choice.. im sshing into a buddys machine for security (dont want they reading my packets).. and thats all he has



<0> is x-chat graphical?
<0> cause X-forwarding is *sloooow*
<0> ****.. is should just set meself up a vncserver on remote machine
<2> yea, graphical, uses gtk
<0> all the guys I work with have been writing opengl since before opengl existed.. their code is still half-motif, half-wx
<1> heh
<2> hey, wx rocks.. I use wx
<0> its weird that the ARB is getting disbanded
<2> I had not heard that
<0> wx is pretty good.. but when it comes down to it.. not many backends support all the features you want
<0> fortunately, both wx and gtk are opensource
<2> wx is pretty complete now though
<0> yeah OpenGL won't exist much longer, at least in its current form
<2> if your platform is a bit stuck on features u can fall back on wxuniversal
<0> (news to probably everybody here)
<2> gotta url for me for this?
<0>
<0> http://www.opengl.org/pipeline/article/vol001_1/
<2> I have to admit - I don't really code in opengl, I mainly code in direct3d
<0> eww gross :>
<2> not at all
<2> only thing i don't like is not getting my code over to solaris and ubuntu
<3> What happened to the fbsd zealot in you, Rangar? :)
<0> im pretty stuck on supporting these 64-proc sgi farms, and also I like my stuff to run on osx, win32, etc.
<0> who uses slowaris?
<2> Maloeran: I'll reuse fbsd when they get their 64bit drivers worked out ;)
<0> you can just install a real OS on those old sun boxes
<2> Solaris isn't slow on x86 now like it used to be
<0> Supports both D3D and OpenGL as a backend
<2> yea, it's onl a wrapper
<0> hmm.. well sunos 5.9 is still slow-as-****.. guess thats different
<2> sadly - Solaris needs an entire facelift - it's not up to par compared to products like ubuntu
<2> and Sun even know it, thus selecting ubuntu as their supported Linux distro for Sun Servers
<0> gotta run!
<0> nice talking guys
<2> I think that was english for... Boss has just seen my screen ;)
<4> that red book.. is that just _teh ****_ for learning OGL ?
<4> or is there something better?
<5> online tutorials that compile + the red book + a c++ book
<5> + a linear algebra book
<6> red book is a good reference.
<4> Bloc, ok.. well im criting in C.. so.. yeah c++ **** that :P, Linear algebrah.. lets just say im pretty sure i can handle whatever mathematics that one could possibly need for doing 3D stuff.. but bout that online tutorials.. you know any suitable?
<7> learn the basics from the Redbook, then learn shaders
<7> the GPUGems series are great reads for shader programming
<7> http://www.lighthouse3d.com/opengl/ has a few decent opengl tutorials
<5> http://www.codesampler.com/oglsrc.htm
<4> huhuuu
<4> niiice.. i like tutorials where you actually is able to see what is meant to happen :D
<8> <--- looking for a partner with some experiance to make a 3d game engine with...
<9> can you cook?
<8> little
<9> nm
<8> I can bake really good
<8> thats fo sho
<9> hm, I do like cake a lot
<8> cake is great after work
<8> good in the morning just before breakfast too
<8> not fudge though
<8> would probably make me sick
<8> GL_COMPILE_AND_EXECUTE
<8> im trying to think of when a person would need to do that
<8> usually display lists are created once ?
<8> using compile and execute seems.... wierd
<10> dynamic data that needs to be rendered right away and then again later?
<10> some type of caching mechanism?
<11> compile and execute is just bad
<11> don't use it
<12> it's the difference between compiling a function and using it later, and compiling a function and calling it immediately (while remaining able to use it later)
<8> usually display lists are called upon init
<12> i've never used GL_COMPILE_AND_EXECUTE :)


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