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    Re: Official feedback on OpenGL 3.2 thread

    I should mention that there is at least one case in which alpha test hardware is very important: when rendering a shadow map with alpha-tested geometry. Since the shader used for this is almost...
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    Re: Official feedback on OpenGL 3.2 thread

    You don't know what you're talking about, and you're speaking to a long-time OpenGL expert as if he's some ignorant newbie. (And you seem to have some confusion between alpha testing and alpha...
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    Re: Official feedback on OpenGL 3.2 thread

    I'll attempt to answer some of this... basically openGL 3.x is geared towards ShaderModel 4.0 and above hardware. It is not here to cater to old hardware with non-programmable components. As you...
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    Re: Official feedback on OpenGL 3.2 thread

    I'm not interested in the quick ref card at all until there is one without the fixed pipeline functions on it... Other than that it looks good and I'd be willing to get one in real life as well as...
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    Re: Draft released for feedback

    This isn't a great idea when considering multi-version libraries such as SDL as gl.h and gl3.h can't be compiled together. From this it's unlikely to find full adoption and may interfere with other...
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    Re: Official feedback on OpenGL 3.2 thread

    By the way, does anyone know if glu.h is ok with the gl3.h header file? I know some of glu is no longer relevant to openGl 3.2, is it compatible at all with a forward context?

    Many thanks
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    Re: Official feedback on OpenGL 3.2 thread

    It's quite embarrassing when there's better wrappers available for C# over C++! People seem reluctant to integrate openGL 3.1/3.2 into their wrappers and APIs, why is this? Are the changes that...
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    Re: Official feedback on OpenGL 3.2 thread

    Which will cause glTexImage not to return untill the copying is done. Which is another thing that I want to avoid. And then there is glTexSubImage, which depending on how the driver works may stall...
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    Re: Official feedback on OpenGL 3.2 thread

    In my experience glMapBuffer works very well for the initial loading of any buffer. It's once you start to use that buffer that you suffer synch issues. Certainly it's much faster than multiple calls...
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    Re: Official feedback on OpenGL 3.2 thread

    Now I'm just waiting for extension APIs like GLEW to catch up with a major release.

    Does anyone know of any APIs like GLEW that allow for the easy handling of extensions in openGL 3.1/3.2?
  11. Re: OpenGL 3.2 support in new nVidia linux beta dr

    Great news, though already depreciating functions from 3.0 is a bit annoying.

    I currently have the Official OpenGL Programming guide for 3.0 and 3.1 on pre-order for release at the end of august...
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    Re: glDrawArray not seeing VBOs

    Hoho! Thank you! It's an ATI bug (Catalyst 9.3 - sadly can't go 9.5 due to mobile gfx), it doesn't like GL_INT. After changing to GL_FLOAT (and the associated array) it worked fine. It's a tad...
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    Re: glDrawArray not seeing VBOs

    I've tried all the above advice and I'm afraid that the error hasn't changed.
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    Re: glDrawArray not seeing VBOs

    Good point, though the compiler seems to understand I'm wanting the reference of the array, but I'll see if it helps.
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    Re: glDrawArray not seeing VBOs

    Sorry, yes I did omit it but it is in there.
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    glDrawArray not seeing VBOs

    Hi guys,

    I seem to have the same error as in this post:
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=240776

    However, I am not using Display Lists. My graphics...
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    Re: GUI System Advice

    I was thinking that may be the case but was unsure, many thanks.

    On a side note then how were matrices implemented in OGL2.1? Most people translate between models, were they just implemented as...
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    GUI System Advice

    Hi guys,

    I'm in the process of creating a GUI system in openGL that makes use of vertexes to create a flat rectangle on which to render my interface boxes.

    I am attempting to work towards...
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    Re: OpenGL 3.1 info at GDC 2009

    Very true, I've only ever used OGL casually and so am less familiar with the more advanced performance features that are now used as the default. Have we heard anything about an OGL 3.1 Programming...
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    Re: gluUnProject returning GL_FALSE

    lol der, cheers for that, I looked at my other diagram and then it made sense lol.
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    Re: gluUnProject returning GL_FALSE

    Cheers for the help guys, believe it or not but when i changed my near and far z distances in gluPerspective from 0 and 1 to 1 and 200 it started working. Any idea why? A lesson well worth learning i...
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    gluUnProject returning GL_FALSE

    Hi there guys,

    As the title indicates i'm getting a false value returned and my object x,y,z values remain unwritten to.

    I've looked on the net but can't find anywhere the possible reasons that...
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