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<0> androvosky ? <0> do you gotta pay ? <1> havent done much with shaders in a long time, but how do you look up specific texels in a pixel shader? since the lookup functions take normalized coords, do i have to load 1/width and 1/height in constants and use those or is there some easier way? <0> last I seen.... nvidia is still closed source <2> Some people where superman pajamas. Superman wears chuck norris pajamas. <3> anyone here familiar with the primitive_restart extension nvidia provides? <4> I just got to know about it a few days ago :) <5> Never heard of it. <4> Not widely supported I'm afraid. <4> The better option is to make primitive restarts uneccesary, by resorting/recomputing the triangle list. <5> what *is* a primitive restart? <4> Stevie-O: What points which defines a triangle, based on the primitive type you are rendering. <4> Imagine drawing a bunch of triangle strips. <5> (as in /\/\/\/\ ?) <4> Now imagine you have two arrays of triangle strips and want to concaternate those two together.
<4> That won't work. <5> where /\/\ is three triangles <5> two up, one down <4> Since the points depends on the previous one. <4> In order to make that work, you have to "restart" the algorithm. <4> The extension lets you do that inside the drawing call itself. <5> Right. You'd have to have two respecified vertices, right? <4> Yes. Simply concaternate two triangle strip arrays would mess things up. Badly. <4> Best case scenario would be one invalid triangle. <5> My most sophisticated creation so far has three quads. <4> I came acros this issue when I made a MD2 loader recently. <2> try changing it to three tristrips, quads are bad mojo <4> Where the model was stored as a bunch of tristrips and triangle fans. <4> And I mean ALOT of them. <5> Quads are bad mojo? <2> heh, you're special, madsy :} *duck* <4> ``Erik: Heh :-) <4> In what way? <2> on modern consumer grade hw, a quad is handled like this... take 3 points, get the plane, verify that the fourth point is on the plane, then convert it to either a tristrip or trifan, THEN send it to the card <5> (I *have* noticed that e.g. RTCW renders *everything* as triangles, even flat rectangular surfaces. God bless that console and r_* commands) <4> That I use a model format which was rendered obsolete four years ago? :-D <2> cards only handle triangles, dude <5> I reiterate, I'm new at this :) <2> no, madsy, that you got confused on how to deal with tristrips and trifans :) it's not a "problem", it's how they work <2> stevie: that's why i'm telling you :) <5> hehe, thanks <4> ``Erik: Well, sure. It was a problem in my particular context though. <5> Would you be so kind as to tell me how to mix texturing into the triangle striping? <4> Quake 2 rendered all those strips with several batches. I just wanted two. <4> One for fans, and one for strips. <5> since if I have a triangle strip I only specify each vertex once <4> I eventually just sorted everything as triangles and never looked back. <2> stevie: using what, va's, display lists, vbo's, or immediate mode? <5> I'm just working with immediate mode for now. <2> glTextureCoord2d(); glVertex3d(); glTextureCoord2d(); glVertex3d(); ... <5> right now I'm just trying to figure out why one of my surfaces needs to be twice as wide as I think it should be, in order for it to look "right". <2> opengl is a state machine <5> hah! I startede out by just changing GL_QUADS to GL_TRIANGLE_STRIP. The resulting effect is... quite interesting. <2> you need to do three glBegin()/glEnd() pairs to do three rectangles <5> wait, I do? <2> ja <5> does it matter that the three quads I have are connected in a chain? <2> oh, fi they're a chain, then you're all good <2> do you have the red book? <5> the OpenGL Programming Guide? I went through that last night. <2> in chapter two or three, there's a figure showing the draw order of the primitives <2> that might be useful to you at this point :) <5> The object I'm rendering is basically in a 'U' shape. I'm plastering a scanned-in image of a DVD case insert onto it <5> hrm, I remember the picture you're talking about. <5> ah, figure 2-7 <5> I have to reverse the inner two vertex definitions so it goes zig-zag like an 'N' instead of going around the perimeter of the quad <5> No, that didn't fix it. wtf <5> aha! <5> I chose the wrong vertices to swap <5> hey Erik, you still here? Does this look right for the vertex placing order? http://www.klozoff.ms11.net/gltest/lines.png <5> hrm, no, that doesn't poly right <2> looks right to me, um <2> are you backface culling?
<5> I am not. <5> I was at first, because I couldn't get it to occlude properly. Then I learned about GL_DEPTH_TEST :) <2> you don't have lighting turned on, do you? <5> nope. <5> That gets into surface normals and all that crap <5> okay, this is strange. My first two triangles (the first quad) seem to draw correctly. But then things start to fall apart. <5> http://www.klozoff.ms11.net/gltest/textured-back.png <- this is the back, looking right <5> http://www.klozoff.ms11.net/gltest/textured-front.png <- this is the front. it is quite apparent that something's wrong <2> that almost looks like backface culling to me :/ <2> mebbe this is something that if you put it in paste.lisp.org or rafb.net/paste for people to look at, someone can spot omething <5> nope. But if I turn *on* backface culling, I learn that the rendered triangle on the spine is facing into the case instead of out <5> http://rafb.net/paste/results/gLujtL57.html <6> i spy nehe code <5> anything labeled NFI means I had NFI what was going on and worked straight from whatever tutorial or guide I was reading at the time. <5> So it's quite likely something in there came from nehe :) <5> ah, yes, the fog code. <5> ZeZu: anything stand out as obviously broken? <6> dunno, trying to debug my own problems, the simplest vertex shader wont work in my renderer, think its not liking orthographic projection but i dont why it would matter as long as the matrices are handled correctly <5> over my head already :D <5> oh, I see the problem <6> me too, you can to use the runtime lib to p*** it the matrix <6> have to * <5> you mean... the runtime lib is not psychic? <5> My problem is that when I converted from separate quads to a triangle strip, instead of deleting the redundant vertices, I deleted some important ones. <6> your about as bright as a penny in the sewer, obviously i'm speaking about the vertex program not being psychic <5> Oh. It would appear, then, that I am also not psychic. <5> ;) <7> have any of you herd of a 3d-operating system before? does one exist? I heard someone took the source to doom and turned a bot into a kill process command. <3> 3d-operating system? that makes no sense <7> it doesn't though does it? <7> it's like trying to teach an ant how to fix a pc. <6> JohnnyL, have you been taking any lsd or other interesting drugs? <7> ZeZu, why should I start? <6> should i parse that as, "why should I start?" or "why, should I start?" ? <7> ZeZu, Syntax Error, goto 10. <6> i dont contain line numbers <5> I've heard of that program. <7> What Stevie the Kill Process/Doom program? <5> yes, that one. And would it be too much trouble to use a bit of punctuation? Maybe a comma here and there? <8> is this channel geared towards opengl programming? <5> That's one theory. <5> Another theory is that this is about how well Gary Lee golfed at the last U.S. Open <7> i read about that back in like 1999!!!! (and partied as such as well!) :) <9> _Olympus - yes <7> what ever happened to lightflowtech.com? anyone know? <10> yo, who's around? <11> gentry <6> ok, how do i p*** multiple sets of colors ? <9> ZeZu - p*** them as tex coords <9> (maybe?) <6> hmm <6> there is a glMultiTexCoord or something that is used for that '? <6> i have color, offset color, fog color, and two sets of tex coords i need to input to shader ;) <9> fog color is per-vertex? <6> some of it <6> i have two diff. fog types <6> table based and something else i'd have to look <9> hm <9> i would probably p*** stuff with glTexCoordPointer <6> well i do use vertex arrays <12> Just p*** vertex attributes, it doesn't have to be bound to standard attributes.. <6> but can i just p*** to to 8 to GL_COLOR ? <6> its gotta figure out which set i want somehow ;) <9> so you p*** in your texcoords normally <9> you p*** in color normally <9> then you p*** offsetcolor and fogcolor in two more texcoord stages <9> in the shader you know your layout <6> i dont get the stages part, but then again i've never done any multitexturing, so do i just p*** a larger # to glTexCoordPointer to acheive that or what ? <9> glActiveClientTexture( GL_TEXTURE0 ); glTexCoordPointer( ... real_texcoords_0 ); <9> glActiveClientTexture( GL_TEXTURE1 ); glTexCoordPointer( ... real_texcoords_1 ); <9> glActiveClientTexture( GL_TEXTURE2 ); glTexCoordPointer( ... offset_colors ); <9> glActiveClientTexture( GL_TEXTURE3 ); glTexCoordPointer( ... fog_colors );
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