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Graphics > OpenGL 3D API > Re: OpenGL stat...
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Re: OpenGL states and performances

by karim.atiki@[EMAIL PROTECTED] Jul 7, 2008 at 08:40 AM

Hi Wolfgang,

> Both are excellent ideas, and it's the way how it should be done.
> Now a suggestion: Before doing the actual rendering to a
> pre-pass to determine all the textures you actually need. Then
> group them by layer, and within each layer group the rendering
> order by texture, so that you get the least amount of texture
> switching.
Ok.
Currently it is almost processed like that.


> You can't "active" the alpha channel. If you've got a RGBA
> texture, it's always there. What you can enable/disable is the
> blending between new fragments and the old content of the
> framebuffer.
> glEnable/glDiable(GL_BLEND);

Sorry, I made a stupid mistake... :o))
I meant: glEnable(GL_ALPHA_TEST) and not glEnable(GL_ALPHA_CHANNEL).

;o)

Zyend
 




 12 Posts in Topic:
OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 02:21:18 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 17:28:16 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 08:40:25 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 19:27:36 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 11:39:11 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 21:02:50 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:12:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:15:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 20:22:15 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-08 10:05:13 
Re: OpenGL states and performances
zyend <karim.atiki@[EM  2008-07-08 05:57:05 
Re: OpenGL states and performances
folays <folays@[EMAIL   2008-07-08 16:01:36 

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tan12V112 Fri Nov 21 4:48:21 CST 2008.