06-24-2005, 06:57 PM
06-26-2005, 07:34 AM
If ogl works, you're likely gonna have access to stencil buffers. Mine is a 2mb cirrus logic and I could use it but very very slow (sofware render prolly).
Doing some shadows and reflections?
Doing some shadows and reflections?
06-26-2005, 11:53 AM
If I remember correctly, the software renderer has access to everything. At least that is how it is under DirectX - software mode has access to every feature there is... it just isn't very fast. I seriously doubt that your 2MB card has support for it - I'm not even sure if OpenGL was out when it was made. :lol:
06-26-2005, 03:47 PM
toying with shadow volumes....the stencil buffer works now...I forgot the sdl_gl_setAttribute ...... anyway now I've got to get the shadow volumes working......I made a single poly cast a shadow on everything else, (z-fail algo) and it casts a shadow, except at certain angles a lighted patch forms, in the exact shape of the poly....any ideas?
06-28-2005, 10:49 AM
Quote:If I remember correctly, the software renderer has access to everything. At least that is how it is under DirectX - software mode has access to every feature there is... it just isn't very fast. I seriously doubt that your 2MB card has support for it - I'm not even sure if OpenGL was out when it was made. :lol:
Directdraw maybe, but not d3d. Mine cant make a d3d surface.
06-29-2005, 07:21 AM
Quote:toying with shadow volumes....the stencil buffer works now...I forgot the sdl_gl_setAttribute ...... anyway now I've got to get the shadow volumes working......I made a single poly cast a shadow on everything else, (z-fail algo) and it casts a shadow, except at certain angles a lighted patch forms, in the exact shape of the poly....any ideas?
Are you rendering the shadows from the light's perspective with front face culling enabled?
06-29-2005, 07:56 PM
don't worry I figured it out...put simply infinity was too far, so the far depth cap was clipped....silly me.