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Comments:
<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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