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- Posts: 370
- Joined: Mon Aug 29, 2005 10:54 pm
- Location: http://web.utk.edu/~pfox1
Thanks for your answer Spintz.
How i enable anisotropic filtering? I thought you did care of that in your terrain demos.
Low framerate: Sure in Opengl, cause dx did not work for me, as i already stated. And as i have the feeling that you dislike Opengl it would prolly be better to use dx at least with your stuff.
Same dlls: Yes, everything from your webpage
CU
How i enable anisotropic filtering? I thought you did care of that in your terrain demos.
Low framerate: Sure in Opengl, cause dx did not work for me, as i already stated. And as i have the feeling that you dislike Opengl it would prolly be better to use dx at least with your stuff.
Same dlls: Yes, everything from your webpage
CU
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
Yeah, I would like to second gfxstyler here. I have been talking to Spintz over the past couple of weeks about the OpenGL functionality and he IS putting in the effort to get it up and running. It is simply that he is not as experienced with OGL as DX.
For example, the release of his new Spintz version waited at least a week as he tried to get more OGL features working (and in the process, uncovered a serious bug in the Irrlicht OGL code).
--EK
For example, the release of his new Spintz version waited at least a week as he tried to get more OGL features working (and in the process, uncovered a serious bug in the Irrlicht OGL code).
--EK
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
Definite renderstate issues showing up there But the framerate increase is incredible.
For a "basic" version of VBO's in OpenGL, try here
For a "basic" version of VBO's in OpenGL, try here
so since you are just messing with VBO´s i have a question:
can you modify the mesh after its created or is it "fixed" like with display lists. because i made an IMesh class which holds the data and creates a displaylist when its created. then i load that into a class called ISceneNode (you sure can see that irrlicht influenced me lol) but i can not scale the node for example because the mesh is fixed, otherwise i would have to scale the IMesh and re-generate the display list again. which is NOT a solution because then all displaylist objects get scaled, but i only want certain objects to be - which is not possible too since display lists are especially useful when drawing many the same objects .... so i heard about vertex arrays, vertex buffers, vertex buffer objects but i dont know exactly what they are and what they do and i dont have a clue on how to use them.
but i already have bookmarked 30 threads of the gamedev forum that cover these topics, so i hope to find out soon lol
good luck with opengl spintz!!
can you modify the mesh after its created or is it "fixed" like with display lists. because i made an IMesh class which holds the data and creates a displaylist when its created. then i load that into a class called ISceneNode (you sure can see that irrlicht influenced me lol) but i can not scale the node for example because the mesh is fixed, otherwise i would have to scale the IMesh and re-generate the display list again. which is NOT a solution because then all displaylist objects get scaled, but i only want certain objects to be - which is not possible too since display lists are especially useful when drawing many the same objects .... so i heard about vertex arrays, vertex buffers, vertex buffer objects but i dont know exactly what they are and what they do and i dont have a clue on how to use them.
but i already have bookmarked 30 threads of the gamedev forum that cover these topics, so i hope to find out soon lol
good luck with opengl spintz!!