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OPENGL SinusLogo-Pleaze test on Vista

Started by energy, May 20, 2008

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Jim

Both versions work for me, Vista, nVidia 8600GT.  Are you doing anything multithreaded?

Jim
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energy

@all:  Thanx for testing again!   :cheers:

No Jim...
The only thing i do:
Yu see the Sinus-Swinging Logo: The Logo is a 128x128 BMP.
Then i clip (with DirectX7) this logo in 128 Sprites of 1 Pixel width and Display it on a 256x256 Sprite with different XY-Cords to have the Sinus-Scrolling, which will be in OPENGL very heavy....
After that i convert this Sprite 256x256 (with the scrolling on it) to an opengl texture and Show it with OPENGL!

Thats all

   
coding: jwasm,masm
hobby: www.scd2003.de

Hotshot

GEFORCE 8800GTS 640MB  :kewl:

Work fine here 
Nice Open GL Demo  :)

hellfire

#23
QuoteThen i clip (with DirectX7) this logo in 128 Sprites of 1 Pixel width and Display it on a 256x256 Sprite with different XY-Cords to have the Sinus-Scrolling, which will be in OPENGL very heavy....

My suggestion would be to take a reasonable number of adjacent quads (triangle strip), use the logo as texture and just modify the texture-coordinates (or use a vertex-shader).

If you prefer to keep with your current approach (modifying the texture), that's possible with opengl, too.
Just render to a viewport as big as your (destination-)texture, instead of sprites use quads (which you need to set at exact pixel-positions) and afterwards copy the viewport to a texture (or use p-buffers).
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Jim

There's no guarantee that mixing rendering with DirectX and then OpenGL is going to work.  I made an image loader that uses Direct3DX but I'm not sure that's supposed to work if you then go on to OpenGL rendering.  Can you port step 1 to OpenGL and see if that fixes things?

Jim
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Shockwave

I don't think this is a good solution to a routine like a sine scroll either.

You should use a triangle strip as Hellfire suggests, that would be how I'd do it and it would be as quick as you like.

Shockwave ^ Codigos
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Jim

I agree with Shockwave, it's unlikely you need to vertically scroll each individual pixel column of your graphic.

Jim
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energy

Hi!
Thanx to all for yur efforts...
If i understand it right , the most of yu would realize the Sinusscroll in OPENGL Coloumn per coloumn, not per Pixel/coloumn.
Sure , such a routine wastes many time.
I agree with Jim to load in next step only a Texture to my Screenlib in case to see if the problem with the broken Texture exits again.
It would be nice if yu can test it again (especially with the ATI) when i upload it trying to fix this error.

The next difference here is, that i load the Texture with const GL_BGRA = $80E1 , cause DirectX output is BGRA.
I think bgra is from OPENGL 1.1, but the newer cards will not have a problem with it...

Cheers and Thanx....

:clap:

   

coding: jwasm,masm
hobby: www.scd2003.de

energy

OK...Here is a test without DirectX in it...
Yu will see a Logo and a Big Particle moving arround...
Hope this will work now for all...
Thanx in advance...
coding: jwasm,masm
hobby: www.scd2003.de

hellfire

I'm sorry to tell you, but there is quite some flickering going on (ATI Radeon 9600, Windows XP).
For no obvious reason a few of the vertical bars aren't shown (different on each frame).
Maybe a z-buffer problem?
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Shockwave

I get the same as Hellfire here ati x1650

It runs really fast.
Shockwave ^ Codigos
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Clyde

Same for me on Nvidia. Looking very impressive mind.
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.


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energy

 :(
thats what i dont understand with OPENGL...
for me all runs very well, with XPSP2 and NVIDEA. i see in hellfires screen,
that the alphablending doesnt work properly too.

I will send next a stupid texture, only be shown without any animation...
Thanx  :buddies:
coding: jwasm,masm
hobby: www.scd2003.de