Dominic Curran | 1 Dec 11:15 2004
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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)

Stephen J Baker | 9 Dec 22:35 2004

Half-Float textures.

I've been trying to find out whether the changes in the nVidia 6800
for half-precision floating point textures *with* MIPmapping and
filtering allow us to go back to addressing the texture with coordinates
that run from 0 to 1 rather than 0 to the map resolution (urgh!) as
was required on the previous generation of hardware.

Can I now treat a half-float texture *exactly* like a regular old-fashioned
GLubyte texture - or are there still some restrictions remaining?

Help!

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The second law of Frisbee throwing states: "Never precede any maneuver
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(Continue reading)

Cass Everitt | 10 Dec 03:00 2004

RE: Half-Float textures.


Hi Stephen,

  The GeForce 6 series supports fp16 textures of the TEXTURE_2D
variety, so you can use normalized [0,1] coordinates just like
you do for all other TEXTURE_2D targets.

	
Thanks -
	
Cass 

> -----Original Message-----
> From: ml-errors <at> fatcity.com [mailto:ml-errors <at> fatcity.com] On 
> Behalf Of Stephen J Baker
> Sent: Thursday, December 09, 2004 3:35 PM
> To: Multiple recipients of list OPENGL-GAMEDEV-L
> Subject: Half-Float textures.
> 
> 
> I've been trying to find out whether the changes in the nVidia 6800
> for half-precision floating point textures *with* MIPmapping and
> filtering allow us to go back to addressing the texture with 
> coordinates
> that run from 0 to 1 rather than 0 to the map resolution (urgh!) as
> was required on the previous generation of hardware.
> 
> Can I now treat a half-float texture *exactly* like a regular 
> old-fashioned
> GLubyte texture - or are there still some restrictions remaining?
(Continue reading)

ags | 11 Dec 00:25 2004
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Mac OS X and gl extensions

Hello all,

  I have strange problem with using gl extension on Mac OS X (10.3.6),
  I use carbon and agl. for get pointer use

static void *NSGLGetProcAddress (const GLubyte *name)
{
  NSSymbol symbol;
  char *symbolName;
  /* prepend a '_' for the Unix C symbol mangling convention */
  symbolName = malloc(strlen((const char *)name) + 2);
  strcpy(symbolName+1, (const char *)name);
  symbolName[0] = '_';
  symbol = NULL;
  if (NSIsSymbolNameDefined(symbolName))
    symbol = NSLookupAndBindSymbol(symbolName);
  free(symbolName);
  return symbol ? NSAddressOfSymbol(symbol) : NULL;
}

but if for example I call glGenProgramsARB then I have crash on it.
glGenProgramsARB was init by NSGLGetProcAddress and not NULL.

PS: I have GF 5200 on computer

--

-- 
Best regards,
 ags                          mailto:ags <at> uni.udm.ru

----- 
(Continue reading)

Andreas Umbach | 12 Dec 21:15 2004
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Re: Mac OS X and gl extensions

Are you sure you already opened a window, before you call
NSGLGetProcAddress? You might also check out GLEW
(http://glew.sourceforge.net/) which does all the grunt work for you.

- Andreas
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ags | 13 Dec 00:20 2004
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Re[2]: Mac OS X and gl extensions

Hello Andreas,

Monday, December 13, 2004, 12:15:26 AM, you wrote:

AU> Are you sure you already opened a window, before you call
AU> NSGLGetProcAddress? You might also check out GLEW
AU> (http://glew.sourceforge.net/) which does all the grunt work for you.

yea, I found problem :) I call this function before create context :)
stupid!

thanks!

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

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Best regards,
 ags                            mailto:ags <at> uni.udm.ru

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(Continue reading)

Andras Balogh | 14 Dec 02:10 2004
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using OpenGL without windowing systems

Hi,

I'd have to use OpenGL to render to an offscreen buffer on a Linux machine
that does not have any display. How can I do this? AFAIK I need glx to
create the rendering context, and stuff like that, but there's no X Windows
in the first place!

Thanks,

Andras

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Jay Patel | 14 Dec 04:40 2004

RE: using OpenGL without windowing systems


Mesa?

This assumes that you don't mind SW rendering. 

-Jay

-----Original Message-----
Andras Balogh
Sent: Monday, December 13, 2004 5:11 PM
To: Multiple recipients of list OPENGL-GAMEDEV-L

Hi,

I'd have to use OpenGL to render to an offscreen buffer on a Linux
machine that does not have any display. How can I do this? AFAIK I need
glx to create the rendering context, and stuff like that, but there's no
X Windows in the first place!

Thanks,

Andras

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(Continue reading)

Ruan Strydom | 14 Dec 13:25 2004
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Re: using OpenGL without windowing systems

Hi look I'm not the expert but according to my knowledge you would have
to load at least X. X acts like server which you can use remotely. Have
you had a look at the XDevelop pages, I'm sure that there will be
something on setting up the rendering context. Sorry if I'm telling you
something you already know. I did something more or less the same but
used QT. Rather than starting up a window manager, I started up X and
then launched the app but obviously QT does every thing for me.

Cheers
Ruan

On Tue, 2004-12-14 at 03:10, Andras Balogh wrote:
> Hi,
> 
> I'd have to use OpenGL to render to an offscreen buffer on a Linux machine
> that does not have any display. How can I do this? AFAIK I need glx to
> create the rendering context, and stuff like that, but there's no X Windows
> in the first place!
> 
> Thanks,
> 
> 
> Andras
> 
> 
> ----- 
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

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(Continue reading)

Robin Charlton | 14 Dec 13:45 2004

glTexGen implemented in hardware?

Does anyone know if the automatic texture coordinate generation modes
GL_OBJECT_LINEAR, GL_EYE_LINEAR and GL_SPHERE_MAP are typically implemented
in hardware (on current nVidia/ATI chipsets)?

Thanks
-
rcharlton <at> kelseus.com
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Gmane