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    Re: GL_EXT_abgr

    This issue is actually taken care of in OpenGL 3.3 with GL_ARB_texture_swizzle which effectively obsoletes GL_EXT_ABGR (along with GL_BGR and GL_BGRA).

    I hadn't gotten up to speed with the new...
  2. Re: OpenGL Shader Builder, Lion, and GLSL 1.50

    OpenGL Shader Builder has been deprecated for some time. It probably hasn't been updated to acquire an OpenGL 3.2 context under Lion.

    GLSLEditorSample is the replacement AFAIK.
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    Re: Do not deprecate GL_QUADS please

    Yes, you can make a page on the Wiki. It is for the people, by the people.

    What do you mean by the best method? [/QUOTE]
    There is repeating index buffer method I mentioned above. You could also...
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    Re: Do not deprecate GL_QUADS please

    If we aren't going to get our quads back could we at least update the wiki/FAQ/whatever with the best replacement for things like text rendering or the other common uses for them?

    I think the most...
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    Re: GL_EXT_abgr

    Although the endianess of the client is unlikely to change the endianess of the data is not guaranteed to be global. My data may be a combination of files i've loaded from external storage (may or...
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    Re: GL_EXT_abgr

    Oh hey! Are we arguing with punctuation now? Didn't realize! Are you not aware that glPixelStorei will also affect things such as float textures, z-buffer transfers, etc. and it's probably not a good...
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    Re: GL_EXT_abgr

    Isn't the whole point of OpenGL to be a portable graphics API?
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    Re: GL_EXT_abgr

    SWAP_BYTES is terrible. In introduces separate code-paths on different CPU hardware breaking compatibility. It sets a global state that affects the operation of functions possibly far far away in the...
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    Re: GL_EXT_abgr

    I'm not going to argue with you Korval.
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    Re: GL_EXT_abgr

    Because the order of bytes is preserved across different endian platforms but the order of unsigned ints is not. Thus GL_ABGR_EXT w/ GL_BYTE will give you the same results across platforms which...
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    Re: GL_EXT_abgr

    GL_UNSIGNED_INT_8_8_8_8_REV is not a solution if writing cross-platform code because of endianess issues.
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    GL_EXT_abgr

    GL_EXT_abgr is the oldest EXT and universally supported as far as I can tell. But somehow has never made it into the core or even to an ARB extension.
  13. Re: Anyone using generic attributes with VBO successfully?

    Seems fixed in the OS X 10.4.9 update.

    Thank you to any Apple OpenGL engineers who may be reading this.
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    Re: problem with texture on Mac

    Take a look at the OpenGL Correctness tips. The part from "if exact two-dimensional rasterization is desired..." This may be your problem.

    ...
  15. Re: Anyone using generic attributes with VBO successfully?

    Yeah, I have an attribute bound to 0. For now i've just put a in a fallback path that doesn't use VBO. It only seems to be the specific combination of generic attributes, VBOs and glDrawElements...
  16. Re: Anyone using generic attributes with VBO successfully?

    Just did a quick test, changing glDrawElements so it only draws the first triangle in the buffer and I still get the same crash. I do have it working with glDrawArrays in a different part of my...
  17. Anyone using generic attributes with VBO successfully?

    It seems the combination of VBOs, GLSL, glDrawElements and generic attributes causes an exception under 10.4.8 on my MacBook Pro (ATI X1600).

    My code works fine on windows and changing to...
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    Re: Geometry Instancing

    OpenGL doesn't have the function call overhead D3D does so you can achieve the same speed without a specific instancing extension.

    Take a look at the nvidia whitepaper on pseudo instancing
    ...
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    Re: Problem on ATI with 5.6 drivers

    If your matrix is orthonormal the inverse should be equal to the transpose so you could also just try replacing:

    vec4 lightPos = gl_ModelViewMatrixInverse * gl_LightSource[0].position

    with:
    ...
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    Re: Problem on ATI with 5.6 drivers

    Oh sorry. The line "I have tried just using gl_LightSource[0].position on nvidia and I get a similar result as ATI" confused me and I thought you where getting the same results on both.

    You might...
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    Re: Problem on ATI with 5.6 drivers

    If you've programmed things the usual way the Modelview matrix probably also contains your camera transform and your light position is in eye space. Multiplying by the inverse of the Modelview...
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    Re: compressed normals

    Ah, you're right. I only glanced at the shader quickly. I was thrown by the fact that they're remapping the DEC3N normal to the range [0..1] for some reason. I just saw the MAD instruction and...
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    Re: compressed normals

    I just took a look.

    The example requires an extra operation in the vertex shader. The 10/10/10/2 format is loaded into a register as 3 floats. They're in the range 0 to 1023 and an extra...
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    Re: compressed normals

    I wasn't familiar with the D3D formats and was just guessing what they meant. The closest you could get in OpenGL would be to store 2 shorts and derive the 3rd value in a shader perhaps.

    Out of...
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    Re: compressed normals

    You can pack normals into a bytes or shorts per component. Take a look at glVertexAttribPointerARB .

    Not all possible formats are accelerated on all hardware though. ATI and NVidia both provide...
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