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<0> hi ... anyone could me answer a short question about nurbs ? <0> i'm trying to find out about the usage of the knots... how do they manipulate ? <1> hey its Aren :D <1> welcome to efnet hehehe <2> Hey it's me! <3> :) <2> man all these math terms are giving me a headspin <4> <Aren__> for one I don't understand it's definition <4> <Aren__> q=<w,x,y,z> = w+ xi +yj +zk <4> <Aren__> where it's often written as q= s+ V <4> <Aren__> where V is a vector, and s is the scalar corresponding to the W component <4> <Aren__> then it goes on to say the ijk are imaginary components <4> seems like a reasonable question <2> hehe sorry for my ignorance <2> but maths/computer science/any kind of science isn't my major
<4> does this help http://en.wikipedia.org/wiki/Quaternion ? <4> sure is confusing to look at thats for sure <4> nehe is frownd upon for some reason around here but http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=Quaternion_Camera_Cl*** <4> StarG did you ever figure out your knots ? <4> if you want to explain your question a bit better we might be able to help <5> Is using using 6 quads noticeably diffrent for rendering a cube then something like a quad strip to render it all at once? <4> good question but I'de say no just slower <5> Humm, what would be the best way to test it? <5> Render 10000 cubes onscreen, with one way, then the other? <6> any news if sony is realesing more than just framebuffer access to it's ps3? <7> Kunnis, the fastest way for 10k cubes would be triangles through one glDrawElements call ; vertices being stored in a VBO's video memory <7> For a couple cubes, don't even think about it :) <5> I was wondering if there is a major speed diff between rendering 6 quads, or if using a quad strip would be faster... <5> I was thinking that would be a reasonable test. <5> Or there may be no diff <7> Either way, the drivers would have to break up into triangles prior to rendering <7> And there are far more signifiant factors really <5> Okay, so that's a vote for no real diff. <5> I dunno... I was wondering if really smart people could use it to predict what doesn't need to be rendered. <7> Strips mostly exist to ease reuse of transformed vertices by the hardware, as do glDrawElements <5> does switching to glDrawElements improve over just using glVertex <7> Yes, definitely <7> Later on, you could look into Vertex Buffer Objects to store vertex attributes in video/AGP memory <5> Does the site in the topic have lists of basic optimizations? <7> Hum, that version of the redbook cover the basics, not VBOs and so on <7> Get used to vertex arrays ( glDrawElements ), switching over to VBOs will be really easy from there <5> Thanks <5> I'm crash coursing in some code that was just open sourced and it needs some help <5> they use glVertex heavily. <5> they barely use glDrawElements <7> When the count of vertices is very low, Begin/End can do <5> The same objects tend to be rendered over and over and over again. <5> most objects are stationary, but they all tend to have textures <7> How many vertices per frame are you dealing with? <5> I don't honestly know. It's Second Life... <5> Well they are very texture-driven. Honestly they have more bad code doing stupid stuff like file maintance. I shaved ~1/2 second off the inital load time with a day's worth of work. <5> Just replaced some custom templates with the correct std::vector && std::sort templates. <5> Almost knocked the entire method off the profiler. <7> I never saw Half Life, but I'm now guessing it's not quite Quake 4 quality <7> Ooos, Second Life rather <5> Want to dig into Second Life and help fix it up? <7> No thanks :), I'm busy enough already <5> It's honestly very neat code. <5> They are more network bound then anything else right now <5> their network IO code is a MESS <7> So is their rendering code from what I have just heard <5> They decided to use UDP for everything. They relaized that was a mistake, and they are starting to fix it. <5> Their rendering code just isn't complex. It functions and feeds frames to me at ~25fps.... though it should be higher. <5> I can do 30fps on WoW normally. <5> And I bet wow is a lot higher poly count. <7> It's still poor code, by people who didn't seem to know rasterization graphics <5> Dig into a section, and fix it. That's what I did to a small slice of their filesystem <5> Then you get to write all the fun 3d parts, with none of the h***le of the backends that hold it together. <5> My strengths are a bit more towards networking... Too bad I can't dig into their server. They just need to replace part of the server code. Their binary transfer protocol is crap. <5> well... not crap, but not the way i'd like it. I see it as having problems scaling. <7> I'm sure OpenGL programmers will pop up to fix the game, ***uming it has a good players base <5> It's got some FOSS support, it's slowly building... but someone has to step up. <5> So what does push & pop matrix do? <5> or do I need to rtfm?
<8> the redbook explains it pretty well <9> glPush/PopMatrix pushes and pops the current matrix stack. <9> Do you know what a stack is? <9> A LIFO queue <9> last in, first out <9> So every time you push the stack, you get a fresh copy of the current matrix. <9> So that new transformations won't be global. <10> Second life is open source code? <5> That I understand, you use it to save the matrix, then you can change it and restore it. But what does the matrix do? <9> Then, when you are finished, you pop again. <5> Yeah, LL Open Sourced the client about 2 weeks ago <10> wow, didn't know that <9> You use OpenGL and don't know what a matrix is.. ? <5> you can /join #opensl, they have about 4 devs that hang out there. <10> I've never use SL <5> I know what a matrix is, I don't know what it does in this case. <10> Heard about it though <9> *shrug* <5> Yeah, there's a wiki with complete download and build directions. They take patches. <5> What is the matrix storing? <10> Do you know what licence? GPL? <9> OpenGL uses matrices for transformations. Like 99.999% of other graphic APIs do. <7> Kunnis, vertices are transformed by matrices prior to rasterization <5> It's dual licensed, GPL with a FOSS exception + propriatary. <10> Hmm, well I don't know what that means really. <10> But it should be pretty in a couple of years <9> You are quite in a hurry if you start with OpenGL and don't know what a goddamn matrix is used for in computer graphics.. <10> *pretty interesting <9> Sorry for telling. <5> It's gpl.. except for the parts they can't gpl because it's built against non-opensource libs. <5> I know what a matrix is, but I didn't know if this was the transform matrix, or some other matrix I have no idea about. <10> ah <10> Good for them <10> I'm suprised they would do it <10> I wouldn't have done it ;-) <5> Ah, and so glLoadIdentity() basically zeros the matrix out? <7> The identity matrix isn't quite made of zeroes <9> Kunnis: The identity in matrix terms is the value "1" <9> Not zero. <5> {{1,0,0}{0,1,0}{0,0,1}}'s the matrix out? <7> It's 4x4, but yes <5> Right... alpha. <9> Err.. alpha? What? <7> Alpha? :) The 'W' would be the translation component, mostly <5> No, it can't be alpha... that's color... the matrix describes position. <9> 4D vectors, and the forth row for translation. <5> Right, vectors. I'm too used to thinking 3d. <9> Kunnis: No, the matrix describes a coordination system. <5> That makes sense in a mad sort of way. <9> Now, read instead of guessing :) <9> http://www.gamedev.net/reference/articles/article1691.asp <5> NOOO NOT is> That makes sense in a mad sort of way. <5> <Madsy <5> ack. <5> NOOO NOT Quaternions! <9> Then skip quaternions. It explains both. <9> But knowing how to use matrices is kind of essensial. <9> At least if you haven't done any computer graphics prior to OpenGL or DirectX. <9> Which seems to be the trend nowadays.. <5> I've done a little a long time ago. 13h forever! <9> What happened to good old software rendering? ;( <9> Well.. ***embly is quite overkill. <9> But at least direct draw or GDI <7> And... there's ***embly ;) <9> Maloeran: I hope you've profiled it first :) <9> Nothing is worse than using 2 weeks for optimalization, and then get a 1% speed increase. <5> What are the limits of using something like opengl, or is it just a matter of speed? <7> Limits in what sense? <5> I dunno. Anything you can't do, or is hard to do in opengl that's easier in a lower level language? <9> OpenGL isn't a language. It is a standard. <7> It isn't a language, it's just a graphic library <7> But it's rasterization, so it will never get photo-realistic ; a fundamental limitation <9> You have somehow limitations on per pixel control, but there are other methods you can use instead.
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