Recent content by vrmm

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    can I bring the texture operation and fog ... into VS?

    Thanks! I have tried the TEX2D() in the new machine with nvdia geforce 6.0 , fortuantely, it works. While I can get the vertex's texture color right now. However, I do not have idea to fetch it from VS and send to Opengl Application. Someone can give me good idea? THANKS!
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    can I bring the texture operation and fog ... into VS?

    Thanks your reply! The fog can be caluated in the VS. Unfortunately, to get the texture color of each vertex maybe not feasible. I have tried the "texture2D ()"" function in the vertex shader and it did not work actually. DO anyone have good idea about how to get the texture color in...
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    can I bring the texture operation and fog ... into VS?

    Dear all, I want to get each vertex's color combing with the vertex color itself, the texture color, the fog color, the light color..... As we knew, in the PS, we just find the fragment. We can not tell which fragment is the source vertex of the model. So, One way for this problem is...
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    how to get each vertex's color?

    Thanks a lot ! Actually, I have the same idea as yours that is to move the ps into the vs. However, I think it will not be carried out simply. I still want to get some simple method for it. Thanks again.
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    how to get each vertex's color?

    While a model is rendering, each vertex will have a combined color including vertex color, texture color and light color after the rendering operation. In my application, I want to get each vertex's final color. How can I do it? By GUP programming? and how to do it ? Anyone can help me...
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    about the multisample

    Multisample is good anti-alilaising technique. Could someone tell me where i coud find some soft implementation for this technique? In Mesa3d lib, I do not find this soft implementation. I am eager to get the theory and soft implementation about this technique.
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    per-scanline and per-pixel ?

    what do you mean of the fake scanline? Could you explain it ? Thank you very much!
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    per-scanline and per-pixel ?

    I am eager to know their working theroy. For 3d pipeline, the speed is the key for them especially for soft implementation of the 3d pipeline. Also, the flexibility of all the state combinations is also important. I want to have comparsions for both the speed and the flexibility in 3d...
  9. V

    per-scanline and per-pixel ?

    Could someone tell me the difference of the per-scanline and per-pixel model in the rasterization? I want to know both advantages and shortcomings for them. Could someone help me ?
  10. V

    about the anti-aliasing

    Thank you ! This paper is very good . Now , I want to make some modifications for its mutlisample algorithm. But I have not good ideas, who can give me some suggestions if you have read this paper. :D
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    about the anti-aliasing

    What I mean of the mobile graphcs is for the PDA/mobile devices. I have read some paper for it. Also, we have seen a good paper in siggraph 2003. It introduces a new multisample algorithm suitable for mobile devices. could someone give some suggestions about it for me? I am eager to learn...
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    about the anti-aliasing

    It is also a good paper for me. Thanks a lot! :D I think aa for mobile graphics is also important. I want to do some in this filed. Who can give me some suggestions ? Thanks a lot.
  13. V

    about the anti-aliasing

    Thank you very much ! I have found this paper ! :D
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    about the anti-aliasing

    AA is important for 3d graphics. Can someone tell me some info. about it? I want to do some researches about it especially some new algorithm for moblie graphics.
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    about the JIT technology

    hi, In some opengl es soft implementation, there are many technologies to improve the performance. The important is the JIT compiler. Just like the Vincent, it has implement the JIT back-end compiler for ARM microprocessor. But If I am aimed to another microprocessor, what I should...
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