Dominic Curran | 1 Dec 2002 09:18
Picon
Favicon

WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)

WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)

The Official OpenGL Site - News, downloads, tutorials, books & links:-
http://www.opengl.org/

The archive for this mailing list can be found at:-
http://www.egroups.com/list/opengl-gamedev-l/

The OpenGL Repository - Downloads for OpenGL implementations:-
http://www.fortunecity.com/skyscraper/nuclear/274/

The OpenGL GameDev FAQ:-
http://www.3dgamedev.com/resources/openglfaq.txt

The EFnet OpenGL FAQ:-
http://www.geocities.com/SiliconValley/Park/5625/opengl/

The Omniverous Biped's FAQ:-
http://www.sjbaker.org/steve/omniv

OpenGL 1.0 Reference
http://www.cevis.uni-bremen.de/~uwe/opengl/

OpenGL 1.1 Reference - This is pretty much the Blue book on-line:-
http://tc1.chemie.uni-bielefeld.de/doc/OpenGL/hp/Reference.html

Information on the GLUT API:-
http://www.opengl.org/developers/documentation/glut.html

Apples OpenGL web site is at:-
(Continue reading)

Lorenzo Pastrana | 2 Dec 2002 10:28
Favicon

wglGetExtensionsStringARB not responding in 8bit desktop mode?


Hi there,
for some reason I switched my desktop in 8bits mode,
and ran the small prog I had just 'finished'... but at my surprise the prog ended early, switched to debug
mode and traced the first
function calls, passed the window creation, the rendering contest creation too, then deeping into the
extention loading routine
wglGetExtensionsStringARB didn't returned the expected buffer (NULL instead) but glGetError tells me
there is no error..

Does someone has an idea about what is going on?

Thanks..
Lo.

----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Lorenzo Pastrana
  INET: pastrana <at> ultraflat.net

Fat City Network Services    -- 858-538-5051 http://www.fatcity.com
San Diego, California        -- Mailing list and web hosting services
---------------------------------------------------------------------
To REMOVE yourself from this mailing list, send an E-Mail message
to: ListGuru <at> fatcity.com (note EXACT spelling of 'ListGuru') and in
the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
(or the name of mailing list you want to be removed from).  You may
(Continue reading)

Pat Brown | 2 Dec 2002 16:29
Favicon

RE: wglGetExtensionsStringARB not responding in 8bit desktop mode

Most hardware OpenGL implementations (on Windows) don't support 8-bit mode.
In that case, when you create a context, you are almost certainly using a
generic Microsoft pixel format.  The MS renderer doesn't support
wglGetExtensionsStringARB.  In fact, calling wglGetProcAddress() to query
the wglGetExtensionsStringARB entry point should fail.

Pat

-- 
Pat Brown (pbrown <at> nvidia.com) 
OpenGL Developer, NVIDIA Corporation

-----Original Message-----
Sent: Monday, December 02, 2002 4:29 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

Hi there,
for some reason I switched my desktop in 8bits mode,
and ran the small prog I had just 'finished'... but at my surprise the prog
ended early, switched to debug mode and traced the first
function calls, passed the window creation, the rendering contest creation
too, then deeping into the extention loading routine
wglGetExtensionsStringARB didn't returned the expected buffer (NULL instead)
but glGetError tells me there is no error..

Does someone has an idea about what is going on?

Thanks..
Lo.

(Continue reading)

Lorenzo Pastrana | 2 Dec 2002 19:23
Favicon

RE: wglGetExtensionsStringARB not responding in 8bit desktop mode

>   
>   Most hardware OpenGL implementations (on Windows) don't support 8-bit mode.
>   In that case, when you create a context, you are almost certainly using a
>   generic Microsoft pixel format.  The MS renderer doesn't support

Mmmh.. so Ihave no chance to use extensions back on software (MS) mode.. Right, that's it, no comments... :/

Thanks for the info.. ;)

>   wglGetExtensionsStringARB.  In fact, calling wglGetProcAddress() to query
>   the wglGetExtensionsStringARB entry point should fail.
>   
>   Pat
>   

----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Lorenzo Pastrana
  INET: pastrana <at> ultraflat.net

Fat City Network Services    -- 858-538-5051 http://www.fatcity.com
San Diego, California        -- Mailing list and web hosting services
---------------------------------------------------------------------
To REMOVE yourself from this mailing list, send an E-Mail message
to: ListGuru <at> fatcity.com (note EXACT spelling of 'ListGuru') and in
the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
(or the name of mailing list you want to be removed from).  You may
(Continue reading)

Odin Jensen | 3 Dec 2002 12:28

Linux GL dev question

I'm trying to port my engine to OpenGL and I got SDL up and running, but 
even though I include gl.h and glu.h
the compiler claims that glGetString and similar functions are not defined? 
It appears that my gl.h is some kind a mesa thingie.
I want to develop for hardware accelerated GL (Currently using a Radeon 
8500), do I need other headers/libs or will the mesa one work fine?

Any help appreciated

Odin

----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Odin Jensen
  INET: odin <at> nukesoftware.com

Fat City Network Services    -- 858-538-5051 http://www.fatcity.com
San Diego, California        -- Mailing list and web hosting services
---------------------------------------------------------------------
To REMOVE yourself from this mailing list, send an E-Mail message
to: ListGuru <at> fatcity.com (note EXACT spelling of 'ListGuru') and in
the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
(or the name of mailing list you want to be removed from).  You may
also send the HELP command for other information (like subscribing).

Vlad Stamate | 3 Dec 2002 13:09

RE: Linux GL dev question

Hi,

You need to add -lGL -lGLU in your linking command (where you have something
like -lSDL -lpthread). This will make sure that you link against the OpenGL
libraries.

Vlad. 

-----Original Message-----
Sent: 03 December 2002 11:29
To: Multiple recipients of list OPENGL-GAMEDEV-L

I'm trying to port my engine to OpenGL and I got SDL up and running, but 
even though I include gl.h and glu.h
the compiler claims that glGetString and similar functions are not defined? 
It appears that my gl.h is some kind a mesa thingie.
I want to develop for hardware accelerated GL (Currently using a Radeon 
8500), do I need other headers/libs or will the mesa one work fine?

Any help appreciated

Odin

----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Odin Jensen
  INET: odin <at> nukesoftware.com
(Continue reading)

Jan Wassenberg | 3 Dec 2002 15:32
Picon
Picon

Re: Linux GL dev question

12/3/2002 12:28:57 PM, Odin Jensen <odin <at> nukesoftware.com> wrote:

>I'm trying to port my engine to OpenGL and I got SDL up and running, but 
>even though I include gl.h and glu.h
>the compiler claims that glGetString and similar functions are not defined? 
>It appears that my gl.h is some kind a mesa thingie.
>I want to develop for hardware accelerated GL (Currently using a Radeon 
>8500), do I need other headers/libs or will the mesa one work fine?

SDL has a portable OpenGL header: <SDL/sdl_opengl.h>.
Caveat: this includes an older glext. Define NO_SDL_GLEXT beforehand if that's a problem.

HTH+good luck
Jan

----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Jan Wassenberg
  INET: urkt <at> stud.uni-karlsruhe.de

Fat City Network Services    -- 858-538-5051 http://www.fatcity.com
San Diego, California        -- Mailing list and web hosting services
---------------------------------------------------------------------
To REMOVE yourself from this mailing list, send an E-Mail message
to: ListGuru <at> fatcity.com (note EXACT spelling of 'ListGuru') and in
the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
(or the name of mailing list you want to be removed from).  You may
(Continue reading)

J. Grant | 3 Dec 2002 17:53

Re: Linux GL dev question

Hi,

As I remembered it. SDL.h includes the relevent gl.h and glu.h headers 
for you, all you need is to add the compiler script sdl-config?? to the 
Makefile. Check libsdl.org for more info.

JG

Vlad Stamate wrote:
> Hi,
> 
> You need to add -lGL -lGLU in your linking command (where you have something
> like -lSDL -lpthread). This will make sure that you link against the OpenGL
> libraries.
> 
> Vlad. 
> 
> -----Original Message-----
> Sent: 03 December 2002 11:29
> To: Multiple recipients of list OPENGL-GAMEDEV-L
> 
> 
> I'm trying to port my engine to OpenGL and I got SDL up and running, but 
> even though I include gl.h and glu.h
> the compiler claims that glGetString and similar functions are not defined? 
> It appears that my gl.h is some kind a mesa thingie.
> I want to develop for hardware accelerated GL (Currently using a Radeon 
> 8500), do I need other headers/libs or will the mesa one work fine?
> 
> Any help appreciated
(Continue reading)

Andrew Newton | 3 Dec 2002 18:39

RE: Faster performance in Debug than Release

Nope, just checked through the code and the debug and release versions have
consistent data. The parameters for glDrawElements and glLockArraysEXT are
the same in both builds.
Both builds look visually exactly the same, except the debug build runs
slightly faster than the release build, but only if I render a model! If I
run the code without the rendering the model the release version is faster. 

The only thing I have left to try is to revert back to using
glBegin()..glEnd() and compare the speed differences between debug and
release builds and see if the problem still exists.

Cheers

-----Original Message-----
Sent: 29 November 2002 18:54
To: Multiple recipients of list OPENGL-GAMEDEV-L

Using uninitialized variables somewhere, causing the release mode
case to walk through more memory, perhaps?

Cheers,

			/ h+

> -----Original Message-----
> From: root <at> fatcity.com [mailto:root <at> fatcity.com]On Behalf Of Andrew
> Newton
> Sent: Friday, November 29, 2002 2:29 AM
> To: Multiple recipients of list OPENGL-GAMEDEV-L
> Subject: Faster performance in Debug than Release
(Continue reading)

Ray | 3 Dec 2002 19:13

Re: Pixel Shader Proformance?

Hi,
I would say that it depends on your bottleneck. If you are fillrate-bound, then fewer instructions would
probably be faster. If 
you are bandwidth-bound, then fewer textures would probably be a win.
The other thing is to wait for the card and see or try to get some nvidia people to speed-test your code for you.

- Ray

Jesse Laeuchli wrote:
> Dear all,
>  
> I was writing a pixel shader for OpenGL, using the NV30 emulator, and I 
> had a performance question. Is it faster to have a few less 
> instructions, or use less textures look ups? In particular, I 
> implemented a version of value noise, instead of gradient, on the theory 
> that it would be faster, as I could use less texture lookups, and only 
> need one channel 1D textures. However, it turned out to take a few more 
> instructions. Was I being clueless, or was this a good move?
> Thanks,
> Jesse
>  

----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Ray
  INET: ray <at> guildsoftware.com

(Continue reading)


Gmane