Dominic Curran | 1 Jul 14:15 2007
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)

Ray Ratelis | 3 Jul 20:20 2007

Emulate D3D9's StretchRect

I'm porting some code from D3D9 to OpenGL and the D3D9 version uses 
StretchRect to copy the frame buffer (which is usually non pow2) into a 
pow2 texture. How would I do this in OpenGL?

One way I was thinking of was to CopyTexImage2D into a non-pow2 texture 
rectangle and then use a pow2 offscreen-context (the same size as my 
destination pow2 texture) to render the texture rectangle into using a 
simple quad. Then I would CopyTexImage2D into my destination pow2 
texture. That sounds horribly inefficient. Is there a better way?

This will happen a few times per frame, so I don't want to copy the 
background buffer to system memory and do a scale there.

Any ideas are helpful.

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

--

-- 
Author: Ray Ratelis
  INET: ray <at> guildsoftware.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
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)

Michael I Gold | 3 Jul 22:05 2007

Re: Emulate D3D9's StretchRect

You want this:

    http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt


Ray Ratelis wrote:
I'm porting some code from D3D9 to OpenGL and the D3D9 version uses StretchRect to copy the frame buffer (which is usually non pow2) into a pow2 texture. How would I do this in OpenGL?

One way I was thinking of was to CopyTexImage2D into a non-pow2 texture rectangle and then use a pow2 offscreen-context (the same size as my destination pow2 texture) to render the texture rectangle into using a simple quad. Then I would CopyTexImage2D into my destination pow2 texture. That sounds horribly inefficient. Is there a better way?

This will happen a few times per frame, so I don't want to copy the background buffer to system memory and do a scale there.

Any ideas are helpful.

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

----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- -- Author: Michael I Gold INET: gold <at> berkelium.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 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).

Ray Ratelis | 4 Jul 00:25 2007

Re: Emulate D3D9's StretchRect

Thanks. I assume I can attach a texture to a framebuffer object and then 
set the read framebuffer to 0 and the draw framebuffer to the one with 
the attached texture and then use the framebuffer_blit function to copy 
the main buffer into the texture.

My video card driver doesn't have the framebuffer_blit extension, 
though. I'll see if the more recent driver has it. I'm using a Geforce 
Go 7600 on a laptop.

- Ray

Michael I Gold wrote:
> You want this:
> 
>     http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt
> 
> 
> Ray Ratelis wrote:
>> I'm porting some code from D3D9 to OpenGL and the D3D9 version uses 
>> StretchRect to copy the frame buffer (which is usually non pow2) into a pow2 
>> texture. How would I do this in OpenGL?
>>
>> One way I was thinking of was to CopyTexImage2D into a non-pow2 texture 
>> rectangle and then use a pow2 offscreen-context (the same size as my 
>> destination pow2 texture) to render the texture rectangle into using a simple 
>> quad. Then I would CopyTexImage2D into my destination pow2 texture. That 
>> sounds horribly inefficient. Is there a better way?
>>
>> This will happen a few times per frame, so I don't want to copy the background 
>> buffer to system memory and do a scale there.
>>
>> Any ideas are helpful.
>>
>> - Ray
>> ----- FAQ and OpenGL Resources at:
>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
> ----- FAQ and OpenGL Resources at: 
> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Michael I 
> Gold INET: gold <at> berkelium.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 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).
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Ray Ratelis
  INET: ray <at> guildsoftware.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
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).

Ray Ratelis | 4 Jul 01:05 2007

Re: Emulate D3D9's StretchRect

For a heads up, nvidia doesn't have a driver that supports this 
extension for WinXP.
Does anyone know if this extension will ever see the light of day on 
Linux or Mac OS X? Those are the platforms I need it on. Windows uses 
can just run the dx9 version of our game.

Or is this extension an integrated part of OpenGL 2.0?

- Ray

Ray Ratelis wrote:
> Thanks. I assume I can attach a texture to a framebuffer object and then 
> set the read framebuffer to 0 and the draw framebuffer to the one with 
> the attached texture and then use the framebuffer_blit function to copy 
> the main buffer into the texture.
> 
> My video card driver doesn't have the framebuffer_blit extension, 
> though. I'll see if the more recent driver has it. I'm using a Geforce 
> Go 7600 on a laptop.
> 
> - Ray
> 
> Michael I Gold wrote:
>> You want this:
>>
>>     http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt
>>
>>
>> Ray Ratelis wrote:
>>> I'm porting some code from D3D9 to OpenGL and the D3D9 version uses 
>>> StretchRect to copy the frame buffer (which is usually non pow2) into 
>>> a pow2 texture. How would I do this in OpenGL?
>>>
>>> One way I was thinking of was to CopyTexImage2D into a non-pow2 
>>> texture rectangle and then use a pow2 offscreen-context (the same 
>>> size as my destination pow2 texture) to render the texture rectangle 
>>> into using a simple quad. Then I would CopyTexImage2D into my 
>>> destination pow2 texture. That sounds horribly inefficient. Is there 
>>> a better way?
>>>
>>> This will happen a few times per frame, so I don't want to copy the 
>>> background buffer to system memory and do a scale there.
>>>
>>> Any ideas are helpful.
>>>
>>> - Ray
>>> ----- FAQ and OpenGL Resources at:
>>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>
>> ----- FAQ and OpenGL Resources at: 
>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: 
>> Michael I Gold INET: gold <at> berkelium.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 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).
> ----- FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
> 
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Ray Ratelis
  INET: ray <at> guildsoftware.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
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).

Ray Ratelis | 4 Jul 05:05 2007

Re: Emulate D3D9's StretchRect

Ok, I got it working. It works pretty well, too. Not as fast as d3d 
StretchRect but it's good enough for now.

I had to download a recent nvidia driver from guru3d.com to get the 
extension.

- Ray

Ray Ratelis wrote:
> For a heads up, nvidia doesn't have a driver that supports this 
> extension for WinXP.
> Does anyone know if this extension will ever see the light of day on 
> Linux or Mac OS X? Those are the platforms I need it on. Windows uses 
> can just run the dx9 version of our game.
> 
> Or is this extension an integrated part of OpenGL 2.0?
> 
> - Ray
> 
> Ray Ratelis wrote:
>> Thanks. I assume I can attach a texture to a framebuffer object and 
>> then set the read framebuffer to 0 and the draw framebuffer to the one 
>> with the attached texture and then use the framebuffer_blit function 
>> to copy the main buffer into the texture.
>>
>> My video card driver doesn't have the framebuffer_blit extension, 
>> though. I'll see if the more recent driver has it. I'm using a Geforce 
>> Go 7600 on a laptop.
>>
>> - Ray
>>
>> Michael I Gold wrote:
>>> You want this:
>>>
>>>     http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt
>>>
>>>
>>> Ray Ratelis wrote:
>>>> I'm porting some code from D3D9 to OpenGL and the D3D9 version uses 
>>>> StretchRect to copy the frame buffer (which is usually non pow2) 
>>>> into a pow2 texture. How would I do this in OpenGL?
>>>>
>>>> One way I was thinking of was to CopyTexImage2D into a non-pow2 
>>>> texture rectangle and then use a pow2 offscreen-context (the same 
>>>> size as my destination pow2 texture) to render the texture rectangle 
>>>> into using a simple quad. Then I would CopyTexImage2D into my 
>>>> destination pow2 texture. That sounds horribly inefficient. Is there 
>>>> a better way?
>>>>
>>>> This will happen a few times per frame, so I don't want to copy the 
>>>> background buffer to system memory and do a scale there.
>>>>
>>>> Any ideas are helpful.
>>>>
>>>> - Ray
>>>> ----- FAQ and OpenGL Resources at:
>>>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>
>>> ----- FAQ and OpenGL Resources at: 
>>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: 
>>> Michael I Gold INET: gold <at> berkelium.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 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).
>> ----- FAQ and OpenGL Resources at:
>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
> ----- FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
> 
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Ray Ratelis
  INET: ray <at> guildsoftware.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
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).

S.I.M. van Keulen | 10 Jul 17:00 2007
Picon

Re: GL_MAX_TEXTURE_UNITS_ARB on a Geforce 7900

 

Can anyone explain why an nVidia 7900GS (driver version 91.45) reports only 4 texture units from GL_MAX_TEXTURE_UNITS_ARB?

Because that is the maximum amount of texture units it supports in the static OpenGL implementation.
For shaders different limits apply.
The amount of texture units available in the fragment shader can be queried with GL_MAX_TEXTURE_IMAGE_UNITS
For the vertex shader query GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
 
Regards
 
Serge van Keulen
 

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Organic Vectory
URL:      www.OrganicVectory.com
 
Disclaimer
"The information contained in this email is confidential and may contain proprietary information. It is meant solely for the intended recipient. Access to this email by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, distribution or any action taken or omitted in reliance on this, is prohibited and may be unlawful. No liability or responsibility is accepted if information or data is, for whatever reason corrupted or does not reach its intended recipient. No warranty is given that this email is free of viruses." van Keulen
 
Dominic Curran | 15 Jul 14:15 2007
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:-
http://www.mesa3d.org

SGI OpenGL Sample Implementation (downloadable source):- 
http://oss.sgi.com/projects/ogl-sample/

OpenGL site with a focused on Delphi (+ OpenGL Hardware Registry):- 
http://www.delphi3d.net/

Game Tutorials - A number of OpenGL tutorials:- 
http://www.gametutorials.com/

Some nice OpenGL tutorials for beginners:- 
http://nehe.gamedev.net/

Humus - Some cool samples with code:- 
http://esprit.campus.luth.se/~humus/

Nate Robins OpenGL Page (some tutorials and code) 
http://www.xmission.com/~nate/opengl.html

Developer Sites for Apple, ATI & Nvidia:- 
http://developer.apple.com/opengl/
http://mirror.ati.com/developer/index.html
http://developer.nvidia.com/

OpenGL Extension Registry:- 
http://oss.sgi.com/projects/ogl-sample/registry/

The Charter for this mailing list can be found at OpenGl GameDev Site:-
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL/

OpenGL Usenet groups:-
news:comp.graphics.api.opengl 

This is a bi-weekly posting to OPENGL-GAMEDEV-L.

If you believe an amendment should be made to this posting please contact
Dominic at dominic_curran <at> yahoo.com
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--

-- 
Author: Dominic Curran
  INET: dcurran <at> ti.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
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).

maxestws | 30 Jul 01:55 2007

OpenGL + Cg Toolkit + ATI's

Hello,

I'm using OpenGL with Cg Toolkit v1.0. My application uses some simple
vertex shader that transforms the geometry. On my GeForce 6600 it all
works great. But when I give my application to my friends who own
ATI's it doesn't want to work.
I got so annoyed that I have even started porting my code to Direct3D
that may has not as much problems as OpenGL with ATI's stuff
So what's the problem? I realize that Cg is not ATI's product but it
shouldn't matter! Have you met some similiar problems? Any advice?
Maybe my Cg Toolkit is too old..? (v1.0)

Best regards, Wojtek

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

--

-- 
Author: maxestws
  INET: maxest <at> poczta.fm

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
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).


Gmane