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How is OpenGL formed

Name: Anonymous 2010-12-16 23:27

is the switch from fixed rendering pipeline to VBOs & shaders a big one in terms of performance? Also will it be hard to comprehend coming from doing only fixed rendering pipeline methods?

Name: Anonymous 2010-12-17 4:40

It really depends on how retarded your code was to start with.
Using shaders is pretty straight forward -- the shader process is more transparent that the fixed pipeline IMHO, but you will need to know some graphics theory if you are going to write your own shaders.

Name: Anonymous 2010-12-18 9:32


scene_render = GL11.glGenLists(1);
       
GL11.glNewList(scene_render, GL11.GL_COMPILE_AND_EXECUTE);
GL11.glLineWidth(1);
Map.render();
GL11.glEndList();
       
GL11.glDeleteLists(scene_render,1);


So i was experimenting with display lists and my result was a lost of ~20 fps vs no displays. Is that suppose to happen like that?

Also for doing window -> world coordinates would making a ray from:

GLU.gluUnProject((float)(x), (float)(y), 0f, modelview, projection, viewport, posOrg);
GLU.gluUnProject((float)(x), (float)(y), 1f, modelview, projection, viewport, posEnd);


work and then do some collision code?

Name: Anonymous 2010-12-18 12:13

>>3
Is that Java?

Name: Anonymous 2010-12-18 12:41

>>4
Java doesn't support 3D rendering. It's for server software.

Name: Anonymous 2010-12-18 13:09

>>3
>creates and deletes a display list without ever using it
experimenting with display lists
facepalm.cg

Name: Anonymous 2010-12-18 13:16

>>5
Well, I do know that GL11 is the name of an interface of JOGL (Java OpenGL interfacing API).  If it's actually mimicking something in normal OpenGL, then it's my mistake.

Name: Anonymous 2010-12-18 14:58

>>5
GL11.glNewList(scene_render, GL11.GL_COMPILE_AND_EXECUTE);
GL11.GL_COMPILE_AND_EXECUTE
AND_EXECUTE

>>4
>>5
>>7
It's java, JOGL and lwjgl uses GL11.xxxx for referencing openGL calls.

Name: Anonymous 2010-12-18 15:19

>>8
When someone points out you're idiocy, your supposed to learn from it, not repeat it.

Name: Anonymous 2010-12-18 15:19

how is babby formed

Name: Anonymous 2010-12-18 15:56

how is ASM formed?

Name: Anonymous 2010-12-18 16:52

I love how every Java library/program whatever prepends its name with a J as a constant, redundant reminder of the shit language you're having to endure.

Name: Anonymous 2010-12-18 16:53

>>10
They need to do way instain mother> who kill thier babbys. becuse these babby cant frigth back? it was on the news this mroing a mother in ar who had kill her three kids. they are taking the three babby back to new york too lady to rest my pary are with the father who lost his children ; i am truley sorry for your lots

Name: Anonymous 2010-12-18 18:16

>>12
You mean how every language that wants to succeed it prepends itself with C?

Name: Anonymous 2010-12-18 18:23

>>14
C
C++
...COBOL?

Name: Anonymous 2010-12-18 18:28

>>14
COLD FUSION

Name: Anonymous 2010-12-18 18:52

>>14
C-wannabes club:

C++ (soon to be C++0x)
C--
C#
C@
D (unholy alliance between C and Java)

Name: Anonymous 2010-12-18 19:08

>>17
Your list is incomplete:
The D Programming Language
The Go Programming Language
C++
C--
C#

ObjC
ObjC++

Name: Anonymous 2010-12-18 20:23

Here's another question for you guys:

Would changing my GL_QUADS -> GL_TRIANGLES be faster in terms of fps or will it not affect the fps that much?

note this is all with the fixed rendering pipeline atm. Once i get this to its max speed then i figure i'd go into shaders and VBOs

thanks for all the help up to this point

Name: Anonymous 2010-12-18 21:48

>>19
Not with your crappy code it wont.  In general pushing triangles can be slightly faster if the driver is triangulating your quads anyway (likely), or slower if your card has hardware quad support and you're bandwidth limited.

Note that any benchmarking you do won't be worth squat unless you are aware of what bottlenecks you are running into.

Name: Anonymous 2010-12-18 22:17

>>20
Teach me your ways wise one

Name: Anonymous 2010-12-19 6:23

>>21
No one can tell you how to be smug and derisive to other people on the Internet.  A man has to learn that by himself.

Name: Anonymous 2010-12-19 9:32

i love you guys

Name: Anonymous 2010-12-20 0:30

http://pastebin.com/RQKmBBVD

Can someone help me here, I've been testing with VBOs to learn them. First i just plain vertex only and it worked and now i wanted to try vertex + colors, but... i have a problem. As it renders the colors are being transformed without me even editing the data which is why i'm clueless.
The code for setting up up my vbo and rendering it is above (note: i do gen my buffers, i just have it outside the setup code)

Thank for you for the help if you do help.

Oh dear god look who is back

Name: Anonymous 2010-12-20 1:25

>>24
nevermind, dumb error...

Name: Anonymous 2010-12-20 1:26

Downvoted for lack of ABCVertexBUFFAObject.

Name: Anonymous 2010-12-20 1:40

>>26
ABC BUFFA YOU SAY?

Name: Anonymous 2010-12-20 15:31

So when doing VBOs with large heightmaps would it be better to render all indexes at once in one VBO or in separate chucks?

Name: Anonymous 2010-12-20 19:46

welp I got my VBOs implemented, but at this state they are rather shitty. I need to clean them up now that i know how to handle them and make it neater and better. I also need to stabilize the fps which is bouncing around 70-90 due to GC cleaning up my buffers which are reinitialized after each frame.


But this is nice though since my heightmap is going to be the most triangles needed rendered pre frame and it's going pretty fast.

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