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Tommato

Member Since 25 Oct 2010
Offline Last Active Sep 14 2014 10:11 AM

Posts I've Made

In Topic: Picking a set of vertices

03 August 2014 - 12:15 AM


For vertex visibility you need to render again outputted vertices (maybe as points?) and check if Z test pass/fail or use occlusion query. If you want indices of those vertices you just have to add a vertex attribute that store the index
Thx for your reply

 

- how can I perform this Z test and/or occlusion query?

- should I use GL_PASS_THROUGH_TOKEN to assign index or there is other/better way?

 

Thanks


In Topic: Sphere/Cylinder mapping with OpenGL

30 March 2013 - 01:26 AM

blueshougun96. thx for your reply. I've no problems with UV calculation itself, my question was about "should I do that" or, in other words. "can I avoid manual UV calcs?". An answer "no, you can't"  would be also informative for me, if so I'm doing things right

 

Thanks

Tom


In Topic: VBO slow

20 March 2013 - 06:11 AM

Unless you have the GL_ARB_vertex_attrib_64bit extension available you can safely assume that any GLdouble vertex input is going to be software emulated -

Thanks for your complete answer, clear now

 

Thanks all for your replies. The spedup to 17 fps (from inital 3-4) is a real progress for my app, but how good it is for VBO? Just some articles promises huge speedups like in 100 or more times (although IMO it's out of common sense). In other words should I apply more efforts to achieve better performance or it's already acceptable enough? Note: with GL_DYNAMIC_DRAW_ARB I've 14-15 fps (instead of 17 with static)

 

Thanks

Tom


In Topic: Missed Line

13 March 2013 - 04:32 AM

Hi All,

 

Solved, it was my mistake in bounding box calculation.!!

Thanks for your replies

 

Tom


In Topic: aglSetWindowRef chopping

25 September 2011 - 04:23 AM

Hello Yann

a) User can select: either view oiginal texture image OR how it's mapped on 3D model (in same window), thus I cannot avoid context create/destroy

b) Is NULL param valid or not = not principal, because aglDestryContext and changing AGL_BUFFER_RECT produce same effect exactly

c) I realize Cocoa is a way to go but who would help me to port app > 1800 cpp files? :rolleyes:

Thanks
Tom

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