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Re: Border support on rage pro & 128?



> Hi, I am just starting out with OpenGL and was building a model when
>I noticed that the edges faded to a white-ish color. I figured I'd use
>border pixels so that linear interpolation would have something to
>interpolate to. But I read a page on the net that said borders aren't
>supported on many cards and may run in software extremely slowly. Are
>they supported on the rage pro & 128 (and possible the II or whatever's
>in the iMac Rev. A)? If they are not, I can use a 64x64 texture but only
>set my coordinates to go from 1/64 to 1-1/64 so that the first and last
>row go for interpolation, but it seems like much more work.
> One other tiny question: when I go to render somewhat large
>polygons, I see all these artifacts at the edges of the screen. A good
>example of this is drawing a glut sphere and watching the poles dance
>around as you rotate it around the screen, especially if you are inside
>of the sphere. I feel terrible asking this...I searched back through at
>least 1000 messages but couldn't find a meantion of it. I am using an
>iMac 350 with rage 128, so I thought I'd be immune to these problems, ha
>ha. I saw Carmack meantion a problem on the rage pro with mipmapping,
>where the wrong texels were used on a mipmap (Nov. 30, 1999). But I am
>not using mipmapping yet, just linear, and no lighting. Thanx for your
>time,

Sorry to fill up your inboxes but I just found the problem. I had a
large skybox and the corners were getting clipped off, since I asked for
a 16 bit z buffer. You can disable the z buffer and draw the skybox
really close, or just move it in a little. So if you ever see a wierd
flickering polygon, it's probably just too far away :) Still curious
about borders though...thanx again for your time,

Zack Morris
Z Sculpt Entertainment
email@hidden
http://www.zsculpt.com

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