Dominic Curran | 1 Jul 12:18 2004
Picon

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 GameDev FAQ:- 
http://www.rush3d.com/opengl/

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

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

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

Red Book online:-
http://fly.cc.fer.hr/~unreal/theredbook/

Manual Pages:- 
http://pyopengl.sourceforge.net/documentation/manual/reference-GL.html

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

The Mesa 3-D graphics library:-
(Continue reading)

Sam McGrath | 1 Jul 13:18 2004
Picon

Re: Procedural 3D Alphabet

There was a link to the GLTT lib from that OGLFT page I sent you. 
http://gltt.sourceforge.net/.  Looks like the two libs are pretty
similar in functionality.

Sam McGrath
www.offsetsoftware.com

On Wed, 30 Jun 2004 03:03:27 -0800, Donny Viszneki <smxrk <at> yahoo.com> wrote:
> 
> Thanks for that page, it was very thorough, and a
> couple of months ago would have taught me some new
> things. One thing I didn't know is that GLUT has font
> rendering! Unfortunately I'm using SDL at the moment
> and I would have to rewrite a lot of code (I wrote a
> newfangled cascading and reusable user-input
> configuration and input message interface for SDL.)
> 
> Do you know where GLTT has moved to? The link from the
> page you sent me (below) is broken :( (though perhaps
> it is no longer around.)
> 
> http://home.worldnet.fr/~rehel/gltt/gltt.html
> 
> Thanks again.
> 
> 
> 
> --- Stephen J Baker <sjbaker <at> link.com> wrote:
> > Donny Viszneki wrote:
> >
(Continue reading)

Sam McGrath | 1 Jul 13:18 2004
Picon

Re: Procedural 3D Alphabet

p.s. Google is your friend.  (-:

On Thu, 1 Jul 2004 03:12:35 -0700, Sam McGrath <offset <at> gmail.com> wrote:
> 
> There was a link to the GLTT lib from that OGLFT page I sent you.
> http://gltt.sourceforge.net/.  Looks like the two libs are pretty
> similar in functionality.
> 
> Sam McGrath
> www.offsetsoftware.com
> 
> 
> 
> On Wed, 30 Jun 2004 03:03:27 -0800, Donny Viszneki <smxrk <at> yahoo.com> wrote:
> >
> > Thanks for that page, it was very thorough, and a
> > couple of months ago would have taught me some new
> > things. One thing I didn't know is that GLUT has font
> > rendering! Unfortunately I'm using SDL at the moment
> > and I would have to rewrite a lot of code (I wrote a
> > newfangled cascading and reusable user-input
> > configuration and input message interface for SDL.)
> >
> > Do you know where GLTT has moved to? The link from the
> > page you sent me (below) is broken :( (though perhaps
> > it is no longer around.)
> >
> > http://home.worldnet.fr/~rehel/gltt/gltt.html
> >
> > Thanks again.
(Continue reading)

Tristan Lorach | 2 Jul 01:23 2004

RE: VBO vs. VAR

Hi,

> refresh buffer & render , we know at this point how much data 
> we have {
> glBindBuffer()
> glBufferDataArb(new_size, NULL ptr ); //  LOCK_DISCARD 
> simulation and now fill using glBufferDataArb() , no map / 
> unmap at all
> }
> I have no ideea if the previous would work, varyying size at 
> runtime. I never tried it, but i think it worths a shoot.

'Orphaning' system is something that is performed by glBufferDataArb()
with any other pointer <> NULL, too. In fact the trick to use
glBufferDataArb() with a NULL pointer is interesting only if you want to
use Map/Unmap. Otherwise you'll just have to do glBufferData(newsize,
myptr) and every optimization will be done for you.

Now, if you can, it is a better idea to use glBufferData() instead of
bufferdata(NULL)/Map/Unmap serie. Furthermore, 'varying size at runtime'
doesn't mean anything for glBufferData(), since the memory manager will
allocate some new memory anyway (and orphan the previous where the GPU
is still working with), no matter the new size can be. So, changing the
size is not a problem. But yes: you must know which size you need before
doing the glBufferData() size.

Note: D3D has a cool flag for this kind of things : D3DLOCK_NOOVERWRITE,
which allows you to update a buffere while the GPU is using it, assuming
that you aren't using the same part of the buffer. This is something we
are talking about, actually. So let me know if the equivalent would be
(Continue reading)

Donny Viszneki | 2 Jul 02:58 2004
Picon

OpenGL Performance: Scale vs Zoom

In my simple application, scaling and zooming can have
a similar visual effect because the entire scene is
sort of being looked down upon by the camera.

The user will not be able to zoom in or out. The
reason I need to visually alter the scale of objects
is as I'm in early development, sometimes I choose to
tweak the scale of objects (usually down, as I need to
fit more things on-screen.) And instead of scaling
down every coordinate used in all of my
coordinate-systems and procedural graphics, I just
decided to zoom out.

Then I decided to scale down. Is one of these faster /
better for some reason? I don't really think so, but
what do I know?

	
		
__________________________________
Do you Yahoo!?
New and Improved Yahoo! Mail - 100MB free storage!
http://promotions.yahoo.com/new_mail 
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Donny Viszneki
  INET: smxrk <at> yahoo.com
(Continue reading)

Donny Viszneki | 2 Jul 03:03 2004
Picon

Re: Procedural 3D Alphabet

Yeah I did eventually see that, but I didn't note it
via email, sorry.

I've also been looking at GLGooey (which is how you
might pronounce GL GUI if you didn't know any better.)
It actually contains a modified FTGL which is a
similar font FreeType rendering library for OpenGL
(available under LGPL from opengl.org.) I've been
trying to find out what's different, though admittedly
I'm investing most of my development time into other
tasks.

Perhaps someone here already knows?

--- Sam McGrath <offset <at> gmail.com> wrote:
> p.s. Google is your friend.  (-:
> 
> On Thu, 1 Jul 2004 03:12:35 -0700, Sam McGrath
> <offset <at> gmail.com> wrote:
> > 
> > There was a link to the GLTT lib from that OGLFT
> page I sent you.
> > http://gltt.sourceforge.net/.  Looks like the two
> libs are pretty
> > similar in functionality.
> > 
> > Sam McGrath
> > www.offsetsoftware.com
> > 
> > 
(Continue reading)

Dan Partelly | 2 Jul 04:43 2004
Picon

Re: VBO vs. VAR

Very interesting. Thanks for the tips.

Dan

----- Original Message ----- 
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L <at> fatcity.com>
Sent: Friday, July 02, 2004 2:23 AM

> Hi,
>
> > refresh buffer & render , we know at this point how much data
> > we have {
> > glBindBuffer()
> > glBufferDataArb(new_size, NULL ptr ); //  LOCK_DISCARD
> > simulation and now fill using glBufferDataArb() , no map /
> > unmap at all
> > }
> > I have no ideea if the previous would work, varyying size at
> > runtime. I never tried it, but i think it worths a shoot.
>
> 'Orphaning' system is something that is performed by glBufferDataArb()
> with any other pointer <> NULL, too. In fact the trick to use
> glBufferDataArb() with a NULL pointer is interesting only if you want to
> use Map/Unmap. Otherwise you'll just have to do glBufferData(newsize,
> myptr) and every optimization will be done for you.
>
> Now, if you can, it is a better idea to use glBufferData() instead of
> bufferdata(NULL)/Map/Unmap serie. Furthermore, 'varying size at runtime'
> doesn't mean anything for glBufferData(), since the memory manager will
(Continue reading)

Brandon J. Van Every | 2 Jul 07:03 2004

higher level languages?

Is anyone here doing game development in Higher Level Languages?

Right now I'm looking at the ML family of languages, which includes
OCaml, SML/NJ, and the MLton whole program optimizing compiler.  Support
for OpenGL is better on the OCaml side via the LablGL toolkit.
Unfortunately, OCaml itself is somewhat hostile to low-level
development, as ints are only 31 bits and 32-bit floats are not
supported.  SML/NJ and MLton don't have those problems, but I don't know
of anybody doing OpenGL development with them.

Other languages like Lisp and Scheme are of interest to me.  Basically,
anything that has good native code compiled performance.

If it needs to be said, I'm not interested in C++.  I'm not interested
in scripting languages like Python because the performance is
inadequate.  Nor in Java or C#, as they aren't particularly high level
and aren't natively compiled in any meaningful performance sense.  The
primary market for those is accounting software, and that means nobody's
really going to deliver high performance anything for them.  If
Microsoft does something interesting with C#, PowerPC, and XBox2 to
prove me wrong, ok, so be it.  But I'll believe it when I see it, and
OpenGL is a moot point there anyways.

So, if you're using a natively compiled HLL, I'd like to hear about your
game development experiences.

Cheers,                     www.indiegamedesign.com
Brandon Van Every           Seattle, WA

"The pioneer is the one with the arrows in his back."
(Continue reading)

Andras Balogh | 2 Jul 07:38 2004
Picon

RE: VBO vs. VAR

Hey Dan, 

Sorry, I've just realized that the last time I've answered your mail, I've
stopped after the first paragraph.. Don't know how that happened.. :)

Anyway, here are my answers for the rest:

> >>Of course the driver should be  able to recognise that I don't use the
> last 90% of the buffer
> 
> How should it know ? a VBO is just a chunk of memory, if you have filled
> first 4Kb for example with your data, how
> in the earth should the driver know the rest of the block contain invalid
> data , and recycle it ?

It should know because when I call DrawArrays, DrawRangeElements, etc.. it
always knows what part of the buffer needs to be accessed. It just have to
maintain a bounding interval for each buffer, and that's it (of course
DrawElements is a bit trickier, it would have to scan the indices first,
don't know if drivers do that..) . Also, after I've orphaned the buffer, I
can't use the remaining parts, so no need to worry about that..

> And have you tried this
> approach as well ....
> 
> refresh buffer & render , we know at this point how much data we have
> {
> glBindBuffer()
> glBufferDataArb(new_size, NULL ptr ); //  LOCK_DISCARD simulation
> and now fill using glBufferDataArb() , no map / unmap at all
(Continue reading)

Donny Viszneki | 2 Jul 13:11 2004
Picon

sudo port install XFree86

I ran the following:

$ sudo port install XFree86
$ /usr/X11R6/bin/X

And I got this error:

2004-07-02 06:08:17.939 XDarwin[4458] No Info.plist
file in application bundle or no NSPrincipalClass in
the Info.plist file, exiting

I'm running Panther 10.3.4, any suggestions?

		
__________________________________
Do you Yahoo!?
Yahoo! Mail Address AutoComplete - You start. We finish.
http://promotions.yahoo.com/new_mail 
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Donny Viszneki
  INET: smxrk <at> yahoo.com

Fat City Hosting, San Diego, California -- http://www.fatcity.com
---------------------------------------------------------------------
To REMOVE yourself from this mailing list, send an E-Mail message
to: ListGuru <at> fatcity.com (note EXACT spelling of 'ListGuru') and in
(Continue reading)


Gmane