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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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