Search found 10 matches

by RonStyle
Thu Jan 22, 2004 9:09 am
Forum: Game Programming
Topic: OpenGL and Vertex Arrays
Replies: 15
Views: 5477

Display lists will probably be alot faster than anything held in local sys-mem.(Depending on your card, display lists are usually stored within AGP memory, which is ddr on decent cards, and much closer to the gpu)

not to mention encapsulating everything needed to render the model in one ultra-tiday ...
by RonStyle
Thu Jan 22, 2004 3:25 am
Forum: General Discussion
Topic: Effective memory management?
Replies: 11
Views: 2708

Lol, nothing like learning a new language to make you feel like a newbie all over again ;)

Thanks guys, I don't entirely understand what you've posted (I'm not even sure you guys do from the sound of it :) (J/k)) but I'll boot up pb and play about with it.

Thx.
by RonStyle
Wed Jan 21, 2004 5:56 pm
Forum: General Discussion
Topic: Effective memory management?
Replies: 11
Views: 2708

Not really, seems even worse tbh. But thanks for the response, still nice to know.

I need unique lists for each surface structure, and more than one per surface, yet dynamic(I.e shrink and grow, rather than simply reallocating and shifting the old memory(=slow))

In blitz3D for example, i Would ...
by RonStyle
Wed Jan 21, 2004 2:28 am
Forum: General Discussion
Topic: looking for the multithreaded gl cube example
Replies: 3
Views: 2182

Just think of a thread as a unique program, yet a unique program that shares the same resources as the initiator.

Although I've not seen this demo, it's safe to assume, the gl stuff was a part of a thread. Hence not stopped when you paused the original thread by moving the window.

I think. ;)
by RonStyle
Wed Jan 21, 2004 2:25 am
Forum: General Discussion
Topic: openGL game engine.
Replies: 2
Views: 1444

Heh nah, just spoilt by the ease of gl. I've since tooken the plunge and wrote my own matrix/vector libs.

What I meant is, really, that although I can use gl and know it well, none of the tutorials specifically pointed out any good way of using all this knowledge to design a flexible engine. I.e ...
by RonStyle
Wed Jan 21, 2004 2:19 am
Forum: General Discussion
Topic: Effective memory management?
Replies: 11
Views: 2708

Effective memory management?

Heya,

I'm sure it's just that I'm new to the langauge(not coding), but I'm having a little trouble here, perhaps you can help.

I'm using PB to write an engine, or at least part of an engine, for another language. Obviously, I want to keep all the mesh/surface structs on the pb side, as it offers a ...
by RonStyle
Sun Jan 18, 2004 2:03 am
Forum: General Discussion
Topic: openGL game engine.
Replies: 2
Views: 1444

openGL game engine.

I've coded one before, but I did so without any knowledge of engine structures and general stuff like solid camera/entity funcs.(I.e like a function to point one entity at another, to transform around stuff)
so I guess I'm asking for any tutorials with gl that arn't geared to learning the language ...
by RonStyle
Sun Jan 18, 2004 1:52 am
Forum: Coding Questions
Topic: Using GL extensions.
Replies: 6
Views: 1805

So I grab and convert the wgExt.h and the h files for the extensions I need, convert those, and they become natural functions in PB?

(wipes tear away from eye, and jumps up and down on now useless VC6++ disc)

Thanks, had no idea about the converter :)
by RonStyle
Sun Jan 18, 2004 12:40 am
Forum: Coding Questions
Topic: Using GL extensions.
Replies: 6
Views: 1805

[edit] Posted same time as you. Thanks, I'll take a look :) [/edit]

Perhaps I should re-phrase,
I don't need help on using the extensions themself(I.e how to code in gl)
but how do I Access them.
I've done it in C++, but I imagine PB can't load regular C++ headers?
by RonStyle
Sat Jan 17, 2004 11:36 pm
Forum: Coding Questions
Topic: Using GL extensions.
Replies: 6
Views: 1805

Using GL extensions.

Hiya,

I wish to create my own 3d engine using gl, just wondering if/how
you use extensions in pb? (Nvidia specifically, and the obvious, like multi-texturing)

Thanks for any help :)