In response to Index Buffers
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101 Feb 09, 2003 at 09:29

If you have correctly generated indices, then why don’t you write the result to a file? that way the next time your program runs it just reads it from the file and goes.

You might want to write a small app to simply generate index buffers, write the file and exit.

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101 Feb 09, 2003 at 09:23

I’d say that tutorials for OpenGL are hard to write. However, I think for DirectX there seem to be more references than tutorials. I believe there are some tutorials in the DX SDK.

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157 Feb 09, 2003 at 08:23

Why not add a forum in the Links section? Is there a reason to leave it here in OpenGL?

In response to select, drag and modify
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101 Feb 09, 2003 at 03:19

sounds like you need to be more specific. you could give us an example of what you want accomplished or maybe show us where you think the problem is by showing some code.

here’s something I would do [pseudocode]

. . .
if ( 'picked' and choice_button_down)
click-dragging for this object is enabled.
(picked object's new location) temporary location --> x = current mouse position
(picked object's new location) temporary location --> y = current mouse position

if ( click-dragging for any object was enabled AND no mouse button | dragging is going on)
current or enabled object's new position temporary location
. . .


I hope that places you in the right direction.

my regards.

In response to select, drag and modify
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101 Feb 09, 2003 at 02:18

@apex

you could try out the tutorial at http://www.gametutorials.com/Tutorials/ope…/OpenGL_Pg3.htm which is the 4 tutorial down (called: Object Selection). It deals with picking in opengl. I hope that helps.

Well thanx,

I have checked the website and indeed there unfortunately is nothing new to me, only a classical selection
sample code…

But my problem is a bit more complicated as I think…What i want to do is select an object among others, drag it, change position or modify it by draging, and drop it…

This is not so advaced a topic as far as i think but i need help…

Thanx again…

In response to select, drag and modify
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157 Feb 09, 2003 at 01:55

you could try out the tutorial at http://www.gametutorials.com/Tutorials/ope…/OpenGL_Pg3.htm which is the 4 tutorial down (called: Object Selection). It deals with picking in opengl.

I hope that helps.

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101 Feb 08, 2003 at 15:45

no problem CyraX, you shouldn’t be sad :blush:, every one forgets :rolleyes:. I have the same question as apex has, Did the ATI Radeon 9900 Pro coming out?

In response to Game Theory
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101 Feb 08, 2003 at 15:45

That link also has some other interesting items on his other pages.

http://skal.planet-d.net/demo/matrixfaq.htm

sub-pixel interpolation for motion estimation.
Two Convex Hull algorithms for finding good bounding slabs

Just to name a few, but many more.

In response to Game Theory
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101 Feb 08, 2003 at 15:20

I googled for a while on more quaternions and found this really informative site for us who have little time/patience ;)

reading through it now and I’m finding it very useful. I hope it is for you too.

here it is:

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101 Feb 08, 2003 at 12:28

I am sorry for not having put a 9700 Pro. I guess it just slipped my mind.
I thought that it would be ok if all the 9700 series would be fitting into one category. If that were to be the case then GeForce 2 Pro, MX have lotsa differences (RAM and no. of supported Channels) I guess the length of the list would be enormous.
I would not do the same mistake again. sSorry :confused: :confused:

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101 Feb 08, 2003 at 11:01

what I meant is that MS would probably never let there be a DX runtime/libs on linux. Think about it, most games would be able to be ported to linux.

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157 Feb 08, 2003 at 03:46

is there a Radeon 9900 Pro coming out? :unsure: I didn’t know that? When will it be produced?

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101 Feb 08, 2003 at 00:27

my radeon is pro, too.. 9700pro..

and soon (i hope) i can get to the CeBIT and see the r350, the gfFX, and all the stuff.. and then i hope i can get a 9900pro, or so.. the r350 simply.. and give my older one to a friend, who still runs a funny voodoo:D poor boy:D

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101 Feb 08, 2003 at 00:23

@baldurk

well, even thought there is a .NET compiler for e.g. linux, there aren’t (AFAIK) and won’t be runtime libs for DX. about the xbox. its a big target platform. you can’t say linux for example is a different platform eighter. its x86 still. once you worked for mac, for nintendo, or for sony, or sun, or whoever, you know what crossplatform really means. from windows to linux and backwards is easy:D

quite easy to write in gl, not? there is no reason to not do. it would give linux a big boost to be able to state they have dx compatible features. like the free gl port mesagl. not allowed to be named opengl, because there is no licence, but fully compatible anyways.

then we would need dx full, and only the .NET runtime.. but anyways, i think it would be quite easy and a great inspiration for a united future, and thats best for all

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101 Feb 07, 2003 at 23:04

Should have had the Radeon 8500 in the list. Since its not there I put my vote with the Radeon 9000 since they are of the same family.

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101 Feb 07, 2003 at 22:37

Who ever made this poll thing up, he forgot to add Radeon 9700 pro, this is the card I have, so I just chooce other.

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101 Feb 07, 2003 at 19:04

well, even thought there is a .NET compiler for e.g. linux, there aren’t (AFAIK) and won’t be runtime libs for DX.

In response to Character Modelling
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101 Feb 07, 2003 at 18:29

I don’t know, but at a rough guess I’d say around 5000

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101 Feb 07, 2003 at 18:21

I think Intel has done some 3D vid cards that can run Q3 admirably. Not just a simple 2D vid card

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101 Feb 07, 2003 at 15:10

they’re the ones you plugged your video cable too before video cards were around.

remember? :lol:

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101 Feb 07, 2003 at 12:57

Never heard of an intel based video card… r they good??? Better than my Geforce 4 Ti???

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101 Feb 07, 2003 at 12:34

gl.14 has been adopted by nVidia and ATI.
AFAIK those are hte only two that count :unsure:
However gl2.0 would take a tremendous amount of load and consultations from nVidia and ATI. Basically the problem is that both the vendors do a lot of things in different ways. With OGL 2.0 they would have to converge the processing methods.
Now here comes the catch. Its business that they mean. If there are standards then what is it that ATI or nVidia offers you that is different from the other? I am sure everyone read the John carmack on NV30 and R300
That is the point. Each of the vendors is good @ their stands. NV30 from nVidia beats competition to crap (as usual) @ vendor specific paths. But hey, isnt OGL all about standards? That is where NV30 loses out. So its a conflict within nVidia about the possibility of doing away with their extensions (might be). If their extensions are incorporated, ATI is going down further into the Abyss.
Yet OGL 2.0 promises to be a good neXt step… @least in the white papers.

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101 Feb 06, 2003 at 22:19

@davepermen

you’re missing that porting to xbox is easy as .. well, as recompiling:D

oh come on! xbox is just a pc with a kick-ass gfx card running an ms OS. I doubt that counts as being cross-platform.
@davepermen

possibly dx gets crossplatform implementations thanks to .NET? i mean, mono should support all, not? hehe.. we’ll see:D

hmm… perhaps. good thinking.

what does everybody else think?

cheers

In response to Laser Weapon
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101 Feb 06, 2003 at 18:29

aah. So you resize the rectangle dynamically so that it’s the right size? that’s really good, I didn’t think of that. Nice one!

In response to interview
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157 Feb 06, 2003 at 18:06

Gimbal lock is where a rotation maps one principle axis onto another, resulting in a loss of a degree of freedom.
An example of when gimbal lock occurs is say for example, you you want to rotate around the x-axis, and what you get is a rotation around the y-axis. Any system that uses Eular angles will have problems with gimbal lock.

The way to fix that problem is to use Quaternions. Take a look at the following webpage and it will explain everything in detail:

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