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Erik Sintorn

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About Erik Sintorn

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  1. Erik Sintorn

    SLI in OpenGL

    Good to see that someone else is having similar problems :) Do you not see the indicators at all, or just don't get any green bar? I see the SLI logo and all, just no green performance bar. Did you try other openGL apps on your system (for example the nvidia sdk ones)?
  2. Erik Sintorn

    SLI in OpenGL

    Sure, I have enabled SLI in the control panel and set force AFR/AFR2/SFR in the control panel. It works just fine for directX apps, just not for OpenGL. Does anyone have a clue what I need to do?
  3. Hello, I need to be able to set and read variables in my OpenGL projects, and thought a ready made Quake style Console would be easy to find by googling. To my surprise I can't seem to find anything? Does anyone know of a simple Console library I can use for OpenGL (and for free)? Thank you very much, Erik Sintorn
  4. Erik Sintorn

    Confused about NVEmulate

    Thanks for the answers. I'd be delighted if you would post the INI file somewhere. What did you do with it exactly? And do you mean that you downloaded the 97.x version for the 8800 card?
  5. Hello, I want to use NVEmulate to try some geometry shader stuff (since I can't quite spring out 500$ for a 8800 yet). However, after downloading the latest drivers, GLEW, and the NVEmulate program my program still does not believe I have the EXT_geometry_shader4 extension. Sure enough, looking through the NVEmulate doc it says I have to have at least a "Release 95 driver, preferably version 97.02". Now, the latest BETA driver available for my card (A GeForce 7600GT) is 93.81. What should I do? Did anyone get this working?
  6. Erik Sintorn

    GLSL fragment shader array problems

    Yeah, are you sure your card allows that many (256*4) uniform variables? It might work when you hardcode the index because the compiler recognizes that you don't actually use the whole array and simplifies it. Try making the array smaller and see if that works, or use glGet with whatever the name is (GL_MAX_UNIFORMS or something to that effect).
  7. Erik Sintorn

    Need to find SlickEdit substitute

    Thanks for the suggestions. I'm programming in C++ (mainly). I tried jEdit yesterday and it looked allright but just did not seem stable enough (When starting from the shell I had to give the full path for the source file, when using the file dialog misspelling some part of the filepath resulted in a java exception and the ctags thing wouldn't start at all). Do other people agree with that or is it just very nervous on my system? I'll take another look at eclipse. I recall trying it a couple of years ago and quickly giving it up because it was tremendously slow, maybe that has changed now? Thanks, Erik Sintorn
  8. Hello, At work I have gotten used to programming in SlickEdit, and by now I'm having problems living without some of it's finesses. At home however, I have no licence for SlickEdit, can't buy one (since it's ridiculously overpriced i.m.o.) and can't steal one (since I'm using Linux and can't find a piraty version). So, I'm looking for a freeware editor that gives me the essential functions of SlickEdit. The most important things I need is the ability to define a project and having the files of this project automatically tagged so I can walk around the code with ctrl-., ctrl-, and ctrl-* like in slickedit. (For those who haven't used SE that's jump-to-definition, jump-to-where-you-came-from-last and list-all-references, kind of). Any suggestions are very welcome.
  9. Erik Sintorn

    How do abstract classes work in c++?

    Arr okay. That's embarrasing. So either I have weird compiler options in my project or I completely misunderstood the compiler errors. I'll look it over. Thank you.
  10. Hello, I'm a bit confused about c++ and pure virtual methods. What I is to have a base class, say Shape which can not be instantiated but which will require some method from an implementing class: class Shape { virtual void getArea() = 0; } And then an implementing class would need to define the method: class Elipse : public Shape { virtual void getArea() { return 40; } } This is fine, but when a class inherits Elipse, I don't want it to have to define getArea as it's been defined in Elipse, but trying: class Circle : public Elipse {} main() { Circle circle; } Does not compile because Shape::getArea is pure virtual. Why is this? What should I do to obtain the behaviour I want (An interface class defining the methods required and any implementation using the "closest" method)? I think I expected this to work because Interfaces in Java work like this? Any help would be wonderfull.
  11. Hello, I'm about to start implementing a new idea on gpu based collision detection, but I just realized that the skinned character I used as a test object in my last attempt dissapeared when I formatted the drive. So, does anyone know where I can find a free skinned object with some animation (then i'll use my own exporter from there)? I can't find anything decent that doesn't cost a lot.
  12. Hello, I'm about to get myself a new system and I'm wondering how much fun it would be to have two graphics cards. What are the interfaces to write SLI code in OpenGL? Can I just get one rendering context for each card and tell them to do different things? How do they communicate? Can I move say a texture from one card to the other without having to store it in main memory first? Would it for example be possible to upload the same geometry to both cards, tell one of them to render one view of the scene while the other is rendering another view and then send the finished picture from the slave card to the master card and show both on screen (just a stupid example)? Anyone got an answer or a good link describing the fundamentals of SLI?
  13. Hello, I have been having troubles lately with some (different) render to texture things I've been writing. The problem is that sometimes when I render to rather large textures (say 1500x1500) with fragment programs that do many texture lookups my program will put random weird pixel patterns on parts of the output image (and I can't provide a screenshot since: ) and then hangs the computer totally. I get the same problems in Linux and in Windows. I've been through the code a million times and think that I'm doing everything properly and it works when I resize the target texture or remove a few texture lookups. Anyone has a clue? Erik Sintorn
  14. Erik Sintorn

    How to get a video screenshot?

    Thanks Vilio, FRAPS did exactly what I was looking for. Just start FRAPS, start my app and press F9 when i want to record an avi file. There is a 30 seconds limit for the unregistered version, but that's enough for me.
  15. Hello, I'd like to make some videos demonstrating my results in an opengl program, now how do I do that? Stills are no problem, just grab 'em from GIMP or whatever, but I don't know how to make a video capture? I'm sure this has been asked before, but I searched and couldn't find anything. Any suggestions?
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