Search found 40 matches
- Sat Feb 16, 2013 11:01 pm
- Forum: General Developer Support
- Topic: MiniGL glCopyPixels bug ?
- Replies: 6
- Views: 3890
MiniGL glCopyPixels bug ?
Hello, When I want to copy the front buffer to the back buffer, I use glCopyPixels. I know it's slow but it's the only solution I've found to backup the last drawn frame. (it's mainly used for 2D). So, I supposed that it should work this way : glViewport( 0, 0, BasicSetup.DisplayWIDTH, BasicSetup.Di...
- Mon Feb 04, 2013 11:18 pm
- Forum: General Developer Support
- Topic: MiniGL and glTexEnvi/f() parameters
- Replies: 2
- Views: 2586
Re: MiniGL and glTexEnvi/f() parameters
Thank you Hans for your answer.
I will test this now
Regards,
AmiDARK
I will test this now
Regards,
AmiDARK
- Mon Feb 04, 2013 8:49 pm
- Forum: General Developer Support
- Topic: MiniGL and glTexEnvi/f() parameters
- Replies: 2
- Views: 2586
MiniGL and glTexEnvi/f() parameters
Hello. I'd like to make textures combination using 2 textures (double-texturing) but I never get a good result. I've found a tutorial explaining some of the requirements : http://www.informit.com/articles/article.aspx?p=770639&seqNum=6 It seem well explained so, I did this : glActiveTexture(GL_T...
- Sat Jan 12, 2013 7:37 pm
- Forum: General Developer Support
- Topic: Loading 32-bit PNG with datatypes
- Replies: 22
- Views: 14353
Re: Loading 32-bit PNG with datatypes
Hi ThomasRapp,
In fact I inspired from an AmigaOS3 sample that showed how to use Datatypes and, as it actually work perfectly this way, I didn't remove these :p
But, as I know they're useless, I will remove them and test if nothing changed
Thank you for your information.
Regards,
AmiDARK
In fact I inspired from an AmigaOS3 sample that showed how to use Datatypes and, as it actually work perfectly this way, I didn't remove these :p
But, as I know they're useless, I will remove them and test if nothing changed
Thank you for your information.
Regards,
AmiDARK
- Sat Jan 12, 2013 1:55 pm
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 24074
Re: 16 bits ZBuffer + native aniso?
Crisot, It's up to user to create game profils but don't touch default parameters. Honestly, do you often modify your Catalyst settings for each application ? It's easier for USER to leave it control how the graphic card render 3D directly in the application... More to this, per default, these kind ...
- Sat Jan 12, 2013 9:34 am
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 24074
Re: 16 bits ZBuffer + native aniso?
Warp3D's ENV vars allow users to override settings. If an application already provides quality vs performance adjustments, then there is little to no incentive to use the ENV vars. However, if the user still chooses to override the application's settings using the ENV vars, then the computer should...
- Fri Jan 11, 2013 9:05 pm
- Forum: General Developer Support
- Topic: Loading 32-bit PNG with datatypes
- Replies: 22
- Views: 14353
Re: Loading 32-bit PNG with datatypes
Hi Grzegorz, Here is my personal function to load images (using datatypes) in the AmiDARK Engine. It work with PNG using alpha transparency ( RGBA 32bits images ). struct MyPicture * LoadPicture( APTR FileName ){ struct MyPicture *pt = NULL; Object *dto = NULL; ULONG nb; ULONG * AvailMethod = NULL; ...
- Fri Jan 11, 2013 6:52 pm
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 24074
Re: 16 bits ZBuffer + native aniso?
I agree with you on some points but, I'd like to detail more what I think is best : 1. Only applications that do not handle Anisotropic filtering will have it set with env (or from the special folder for the application if user want). 2. Application that handle Anisotropic filtering must be able to ...
- Thu Jan 10, 2013 9:15 pm
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 24074
Re: 16 bits ZBuffer + native aniso?
Hi Karlos,
If your idea to add this new method with :
uint32 IWarp3D->SetAnisotropyLevel(W3D_Context*, W3D_Texture*, uint32 level);
is approved and added, we should be able to add this to MiniGL then.
Kindest Regards,
AmiDARK
If your idea to add this new method with :
uint32 IWarp3D->SetAnisotropyLevel(W3D_Context*, W3D_Texture*, uint32 level);
is approved and added, we should be able to add this to MiniGL then.
Kindest Regards,
AmiDARK
- Sat Jan 21, 2012 6:01 pm
- Forum: General AmigaOS
- Topic: AHI : Changing setting cause sound trashed
- Replies: 2
- Views: 1681
AHI : Changing setting cause sound trashed
Hi, When I change AHI setup, (Frequency & Audio mode), the test noise is trashed until next soft reboot. Instead of getting a simple "beeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeep" ... I got "bererererererererererererererererererererererep" And any application that use AHI got the same ...