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Sagaceil

Member Since 04 May 2009
Offline Last Active May 17 2014 05:45 PM
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Topics I've Started

Using compressed and non compressed mipmaps

21 November 2013 - 03:56 AM

Is it posible to use both compressed and uncompressed texture data when uploading mipmaps for texture ? I'm working on better streaming system for textures with seamless transition beetwen mipmap lvl's. 

So far so good. Everything working fine untill I'm uploading non compressed data using glTexImage. I'm setting GL_TEXTURE_MAX_LEVEL to the last (1x1) mipmap index but it seems that texture gets uncompletness when that happen. I'm forced to set GL_TEXTURE_MAX_LEVEL as the last compressed mipmap and then it works.

My question : bcoz glTexImage doesnt return any GL Error, is it possible to use non compressed data with compressed in another mipmaps ( compressed data works great when te resolution is >= 16, i need <16 texture mipmaps to avoid aliasing ).

 

Thanks for any help ! :)


FullScreen and OS cursor

04 March 2010 - 11:52 AM

Hello, I have some quick question. I'm trying to create a mouse cursor under fullscreen mode of OpenGL. I've seen that many games ( usually MMO's ) have a OS cursor system in fullscreen mode of the game - thats why it hase independedt thread of mouse rendering and it has all features like acceleration, speed set up in system. Another advantage is that fps doesnt affect of the refreshing mouse cursor. Is it possible ( and how , if not regular API ) to create a fullscreen OS mouse cursor. ( tried to use ShowCursor, LoadCursor etc, but it seems not to work propertly ). Thatnks for any answers.

2D text + depth test

17 January 2010 - 08:03 AM

Hello, I'm writing a game, and I found some ( not so big ) problem. I have a players on the scene and I'm trying to print theyrs nick. So I just use gluUnproject and I'm recieving a 2D window position of 3D point. My question: how to use a depth buffer ( using pipe line , dunno maybe some matrix tricks ), to when I'm printing a text. Becaouse now I'm using a Orthogonal mode, when the far and near planes are the same ( and different than 3D planes ), so theres no chance to simply turn on depth testing. Screenshot: http://img696.imageshack.us/img696/5140/screen3jp.png Here you can see that the tree is behind 'Sagaceil'. I'd like to test depth buffer correctly so if something covers text it shouldn't be visible. Thank you for any ideas..

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