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    <title>opengl-gamedev-l at Yahoo! Groups</title>
    <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/</link>
    <description>OpenGL Game Development</description>

    <item>
      <title>Re: GLSL + 6800 + Multiple steps by frame</title>
      <pubDate>Fri, 07 Oct 2005 23:58:58 GMT</pubDate>
      <dc:creator>Rhadamés Carmona</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23867</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23867</guid>
      <description>Thanks Guys! I change a little bit the code (move the code to another function), and now works... glFlush or glFinish were not required anymore... It is like a</description>
    </item>
    <item>
      <title>Re: GLSL + 6800 + Multiple steps by frame</title>
      <pubDate>Fri, 07 Oct 2005 16:09:31 GMT</pubDate>
      <dc:creator>Cass Everitt</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23866</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23866</guid>
      <description>Hi Rix and Matthäus, Evan is right.  If sleep() affects your ReadPixels() result, something is probably wrong in the driver. (Unless you&#39;re using an asynch</description>
    </item>
    <item>
      <title>Re: GLSL + 6800 + Multiple steps by frame</title>
      <pubDate>Fri, 07 Oct 2005 14:50:31 GMT</pubDate>
      <dc:creator>William Damon</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23865</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23865</guid>
      <description>You might consider using FBOs and rendering to offscreen color and depth buffers to save yourself two read-backs of the frame buffer. -wd ... Sent: Friday,</description>
    </item>
    <item>
      <title>Re: GLSL + 6800 + Multiple steps by frame</title>
      <pubDate>Fri, 07 Oct 2005 14:46:24 GMT</pubDate>
      <dc:creator>Evan Hart</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23864</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23864</guid>
      <description>Actually, assuming that the read is done with a normal glReadPixels, neither glFlush nor glFinish are required, because OpenGL commands are guaranteed (to</description>
    </item>
    <item>
      <title>Re: GLSL + 6800 + Multiple steps by frame</title>
      <pubDate>Fri, 07 Oct 2005 06:19:41 GMT</pubDate>
      <dc:creator>Anteru</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23863</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23863</guid>
      <description>You need to call glFinish (), not glFlush (). glFlush () means that all commands are passed to OpenGL for processing - not that the processing has finished</description>
    </item>
    <item>
      <title>GLSL + 6800 + Multiple steps by frame</title>
      <pubDate>Fri, 07 Oct 2005 02:29:01 GMT</pubDate>
      <dc:creator>Rhadamés Carmona</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23862</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23862</guid>
      <description>Hello Everybody I am programming with 3D textures and GLSL. At some point, I was interested in making 2 renderings in one frame, for comparrison... void</description>
    </item>
    <item>
      <title>Re: textures and the attribute stack</title>
      <pubDate>Tue, 04 Oct 2005 16:44:29 GMT</pubDate>
      <dc:creator>Roland Krause</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23861</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23861</guid>
      <description>Thanks very much, I&#39;ll bookmark the reference. Roland ... http://pyopengl.sourceforge.net/documentation/manual/glPushAttrib.3G.html ... FAQ and OpenGL</description>
    </item>
    <item>
      <title>Re: textures and the attribute stack</title>
      <pubDate>Tue, 04 Oct 2005 08:29:40 GMT</pubDate>
      <dc:creator>Grzegorz Bogucki</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23860</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23860</guid>
      <description>As it&#39;s specified in reference manual( f.e. http://pyopengl.sourceforge.net/documentation/manual/glPushAttrib.3G.html ), pushing GL_TEXTURE_BIT attributes</description>
    </item>
    <item>
      <title>textures and the attribute stack</title>
      <pubDate>Mon, 03 Oct 2005 19:01:14 GMT</pubDate>
      <dc:creator>Roland Krause</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23859</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23859</guid>
      <description>Couple of weeks ago I asked a question about textures and displaylists. Didn&#39;t get any answers, so I am trying to ask the question in a bit different way: Say</description>
    </item>
    <item>
      <title>WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)</title>
      <pubDate>Sat, 01 Oct 2005 10:20:28 GMT</pubDate>
      <dc:creator>Dominic Curran</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23858</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23858</guid>
      <description>WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books &amp; links:- http://www.opengl.org/ The</description>
    </item>
    <item>
      <title>enabling and disabling textures in display lists</title>
      <pubDate>Mon, 26 Sep 2005 22:50:36 GMT</pubDate>
      <dc:creator>Roland Krause</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23857</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23857</guid>
      <description>Hi Folks, Does it make sense to do the following: (Soooorrry for the awful pseudo code...) open display list draw something push the texture bit on the</description>
    </item>
    <item>
      <title>Re: retrieve OpenGL state from fragment program in CG</title>
      <pubDate>Thu, 15 Sep 2005 15:11:19 GMT</pubDate>
      <dc:creator>Pat Brown (OpenGL)</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23856</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23856</guid>
      <description>There is no way to get at the texture enables in fragment programs. Additionally, the texture enables have no impact on fragment program execution -- you don&#39;t</description>
    </item>
    <item>
      <title>retrieve OpenGL state from fragment program in CG</title>
      <pubDate>Thu, 15 Sep 2005 14:42:47 GMT</pubDate>
      <dc:creator>Rhadamés Carmona</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23855</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23855</guid>
      <description>Hi Guys I am using CG, and I would want to retrieve opengl state from fragment program. I just need to know (inside the fragment program) if 2d texture is </description>
    </item>
    <item>
      <title>WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)</title>
      <pubDate>Thu, 15 Sep 2005 14:39:09 GMT</pubDate>
      <dc:creator>Dominic Curran</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23854</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23854</guid>
      <description>WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books &amp; links:- http://www.opengl.org/ The</description>
    </item>
    <item>
      <title>Re: Announcement: Intro CG class with GLSL</title>
      <pubDate>Tue, 13 Sep 2005 19:50:19 GMT</pubDate>
      <dc:creator>Hanspeter Pfister</dc:creator>
      <link>http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23853</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/opengl-gamedev-l/message/23853</guid>
      <description>One last note to this topic: I checked with Harvard, and they do not have a reduced rate for auditing - sorry. And thanks to Kent Quirk for the nice comments</description>
    </item>

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