Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 21 Dec 2004
Offline Last Active Feb 09 2011 05:24 AM

Posts I've Made

In Topic: Hold compressed textures in video memory that gives GPU to work fast with it...

08 February 2011 - 04:05 AM

A 1500x1500 RGB image will only take up about 6.5MB of memory, even when it's uncompressed, and mipmaps wouldn't add enough to that to get anywhere near the 800MB you mention. Check to make sure you're not reloading the textures (or the terrain segments) every frame.

In Topic: 3D texture coordinate generation doesn't work as expected, need some help

29 December 2010 - 03:12 PM

The only thing I can think of is the fact that you're using glutSolidCube(). Do you know if it sets the third texture coordinate?

In Topic: Opengles on Android Question

10 December 2010 - 12:12 PM

If you just want the page to flip over, stiff and unnaturally, you can just change two of the vertices at some specific rate so the quad flips from one side to the other. If you take this path, you'll need to ensure you flip the page based upon some rate of time, and not a number of frames, because the performance of Android devices varies.

If you want it the page to have a slight curve in it, you'll need more vertices, and you'll probably be better off creating an animated model for it rather than trying to hard code it.

In Topic: Open GL Tutorials Website

19 November 2010 - 08:36 PM

This really should be in the Your Announcements forum. Just out of curiosity though, do you plan on changing the Open GL tutorials to reflect somewhat more modern approaches to rendering things? Sure it's nice to start off easy, but I'm not entirely sure it's the best way to go about things these days...

In Topic: Fast memcpy for openGL VBO

19 November 2010 - 08:21 PM

Original post by Juanxo
perhaps with glBufferSubData or glBufferData?

I'm going to have to agree with this approach. I've never been able to get the (un)map functions to work quite right (probably my fault more than anything), but the buffer functions work well. Textures get updated the exact same way, so I'm not entirely sure why they have the (un)map functions. Seems like overkill to me.