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<0> hi - how is the performance of qt as an underlying windowing framework for opengl compared to native or sdl?
<1> there's pretty much no performance difference in what provides the context
<1> the ONLY place I've seen performance issues with that is with java "lightweight" ogl components... java heavyweight components are as fast as everything else, within a tiny tiny margin
<0> i see, thanks
<2> Are there native OpenGL lights that calculate how objects throw shadows on other objects? I mean, so that light doesn't shine through all objects. But only on the "Closes" one?
<2> I tried adding openGL lights to my scene, but it wasn't of any use to me, at least not in the way I used them, since they lit all triangles in the whole scene. Which was not my intention.
<3> Mattesthl, OpenGL light don't cast shadows
<3> but you can specify an attenuation factor
<2> Ok, do you got a URL for a description of this? Or do you want to explain yourself? :-)
<3> http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/light.html
<2> (I don't mean code, I mean what it does and how it work in plain english)



<2> HTank you
<2> Thank*
<2> So, if I want a light in a room that should not throw light on (through) the walls of a nearby room. How should I solve this?
<2> My specific problem was that I had 2 nearby corridors with a thick stonewall in between them, in one of my corridords I tried modeling a torch by using a standard OpenGL light, but this torch lit up walls in the "other" corridor as well, even thought it "shouldn't" since it is a several feet thick stonewall that separates them :)
<2> Do I have to do this myself through software?
<3> light only the triangles that face the light
<3> and if you want true shadows, yes you have to do it yourself using shadow volumes or shadow buffers
<2> Yes, only the triangles facing the light get lighted
<2> However, two parallell corridors, the light was located on the "east" wall in one of the corridors, however, the "east" wall of the other parallell corridor got lighted as well
<2> I don't really mind if there are "real" shadows or so, just that I want only a certain set of triangles lit by the light :)
<2> Should I just disable the light when I am not currently renering that "room" or so?
<2> I'll take a look at shadow volumes /-buffers
<2> Thank you
<4> The saddest moment for a child is not when he learns Santa Claus isn't real, it's when he learns Chuck Norris is.
<2> Is that so? :)
<4> Ozzy Osbourne ate the head of a bat, but Chuck Norris ate Batman.
<2> Haha
<5> Chuck Norris doesn't sleep; he waits.
<6> for his next elamony check to leave his bank account? ;)
<7> alimony*
<6> whatever, it was a guess, we don't use that word here ;)
<7> it's called maintenance here (or rather, that's would be the literal translation of the word we use).
<6> yea, same here
<6> that, or "child support"
<7> child support is what the gov't pays you (here at least). alimony is what one parent pays to the other if one parent has the principal custody.
<6> ahhh, over here the govt pays the maintenance to the custodian and takes it out of the other parents pay via the tax department
<1> O.o
<6> http://b***hunter.m0o.eu/anna/index_en.php
<7> it's a good song. when you're drunk.
<8> hi. is there an simple way to draw a dotted line (between two vertices). i wanna draw rects, just like this focus-rectangles in windows for example.. but i don't get it -.-
<9> like this? glEnable (GL_LINE_STIPPLE);
<9> glLineStipple (3, 0xAAAA);
<8> yeah.. thx ;)
<9> no prob
<9> full explanation at the bottom: http://www.linuxfocus.org/English/March1998/article28.html
<8> i remember, there is a way to define a mask-array/pattern, that controls which pixels are drawn an whach aren't... wich command was that? may i could these method to create a chess-board like mask and use this while drawing the rect?
<9> I think that's the bitmap
<9> yeah, google bitmap mask
<8> ok... :)



<9> I still can't get much more than about 500 MB/s, and nvidia claims this card can handle around the 2 GB/s range... argh.
<9> changing the texture format has no effect, and I'm already using a PBO
<10> You might need to start blaming your motherboard
<9> yeah, I've had to do that once
<9> multiple raid controllers were maxing out at about 300 MB/s... new motherboard and we more than doubled that
<9> my data doesn't have an alpha channel, does the padding take a significant amount of time?
<11> heh
<11> that doesn't make sense androvsky
<11> not doing the padding could end up taking more time
<11> processing time
<9> yeah, but the cpus aren't really doing anything else
<11> ?
<11> its a tradeoff for ram, i guess i'd think of using 24b or more likely DS is still a target for using a pallete based bitmap
<11> or 15/16b bitmaps
<11> i'd pack the **** in there as best as possible
<11> since you do have enough cpu power to decompress it, but not enough ram to even hold a decent ammount of data
<9> it's an uncompressed video playback program, I'm a bit limited as to what texture targets I use
<9> I'm actually thinking of using lossless compressed OpenEXRs, ***uming those can be decompressed fairly quickly
<11> o.O
<9> should be the same data rate as 24-bit RGB, but if it's decompressed by the drivers and not the card it'll be a mess
<11> err this is for windows ?
<9> no, linux
<9> can't get decent disk performance in windows
<11> thought you were doing smth for the DS
<11> hehe
<9> ah... was wondering what you meant by DS :)
<9> nope, just a simple video player
<11> yes, i thought i was in #dsdev talking
<9> lol
<11> that channel tab is highlighted
<11> weird
<11> it only has 512kb of ram or something
<11> thats why i said it ;)
<9> I still don't have a decent amount of ram relative to what I'm doing :)
<7> 512kB of ram? on the ds?
<7> it has 4MB + 32kB + 64kB. plus the ITCMs
<7> and 656kB of VRAM
<11> it has 4mb ?
<7> yes
<11> (base ram)
<7> the main ram is 4MB
<11> how much did gba have ?
<7> 256+32kB
<11> weird
<11> thought DS was more ram limited, i guess 4mb is a lot better than 512kb


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