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Type: Posts; User: Nikki_k

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  1. If I understand the code correctly you allocate...

    If I understand the code correctly you allocate x*3 entries for your color array but then copy x*4 values, accessing undefined memory.
  2. In short: It doesn't matter. You clear the...

    In short: It doesn't matter.

    You clear the framebuffer once each frame, in overall performance the difference is close to immeasurable. I think ultimately both functions use the same hardware...
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    Of course not with quads. Quads are not part of...

    Of course not with quads. Quads are not part of modern OpenGL, they have been deprecated since 3.0.
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    Putting glewExperimental=TRUE; before...

    Putting

    glewExperimental=TRUE;


    before the call to glewInit will make it ignore the extension string and try to initialize everything it has. The entire library is a cruel joke that operates...
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    Nevermind, I already found something myself. ...

    Nevermind, I already found something myself.

    Still, are those GLEW guys complete idiots or what, still insisting on making their library depend on a deprecated feature? I don't get it.
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    GLEW and the core profile

    So today I was finally ready to switch over my application to a core profile - and I got a crash.

    Upon investigation I noticed that GLEW doesn't seem to retrieve any functions for vertex array...
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    Try binding the texture before setting the...

    Try binding the texture before setting the clamping mode and the texture filter setting.
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    About matrix math libraries

    After doing some research about this subject I started to wonder:

    Aren't there any simple, low-weight and flexible matrix math libraries out there that are tailored for use with 3D rendering?
    ...
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    Correct. But before defining 'the best way' we...

    Correct. But before defining 'the best way' we first need to define precisely what a binary shader format is supposed to achieve.

    I think your main concern is compilation time, right?
    If you ask...
  10. Thread: LoadGL.h

    by Nikki_k
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    Yes, precisely. I guess you...

    Yes, precisely.




    [/quote]

    I guess you never had to deal with really large projects, maintained by a group of people, containing code by other people that are no longer at yout disposal to...
  11. Thread: LoadGL.h

    by Nikki_k
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    Yes there is! How else would you ensure that...

    Yes there is!

    How else would you ensure that you don't accidentally use some non-core features that may cause hard to track down runtime errors? I'd rather have those flagged at compile time!
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    What about your shader? After all that's where...

    What about your shader? After all that's where the real work is done.
  13. Are you certain it's a shader problem and not...

    Are you certain it's a shader problem and not something with the setup in your C code?

    If you are using a core profile it may be something simple as forgetting to set a vertex array object. I had...
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    Of course the uniform array changes! For each...

    Of course the uniform array changes! For each draw call it will contain the vertices that were generated.
    It's just, the performance of glUniform1fv is what I'd expect in this scenario. It's roughly...
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    It's just uploading data, no change of vertex...

    It's just uploading data, no change of vertex state.

    The buffer format is 5 floats per vertex: x, y, z, s, t.

    I don't use UBO, btw., just a plain, simple uniform array with 100 floats, enough...
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    Coming back to this mess - because I think I...

    Coming back to this mess - because I think I found a solution to my problem - but it's far from what I would ever have expected.

    I have been trying around with all kinds of buffer hacks but to no...
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    On my hardware (NVidia Geforce 550Ti) I cannot...

    On my hardware (NVidia Geforce 550Ti) I cannot detect any difference, even when repeatedly calling it in a loop. But we all know that drivers of different manufacturers act differently but without...
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    glDrawElements vs. glDrawArrays

    What's the general advice concerning these two functions in cases where an index buffer is not really necessary.

    I have a relatively large buffer with a few 1000 triangles but the vertices are all...
  19. Tools for helping migration to core profile

    I need to check a larger application to evaluate feasibility of porting it to a core profile. This application is based on GLEW and I haven't found a way yet to have headers included that only...
  20. I'm not sure this may be the reason, but you map...

    I'm not sure this may be the reason, but you map the buffer for writing and then try to read from it. It may be that on some drivers you actually can't read such a buffer, even though I have never...
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    Baggage from older times? Remember, quads have...

    Baggage from older times? Remember, quads have already been deprecated because hardware support is poor.
    Also, why is this solution so bad? It does precisely what you want, it only requires a bit of...
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    No, No, No!!! This sounds like the most...

    No, No, No!!!
    This sounds like the most pointless reasoning imaginable.
    The focus should be to guide the user to provide the data in a manner that allows the most efficient execution. In case you...
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    Ok, thanks for the tip. I wonder which one...

    Ok, thanks for the tip. I wonder which one performs better.

    Just yesterday I got a nasty surprise with glMultiDrawArrays. To my surprise it actually was slower on my Geforce 550Ti than doing a...
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    Thanks. That function is precisely what I was...

    Thanks. That function is precisely what I was looking for - even though it probably means that I'll have to implement a fallback path, just to be sure that it still works on older Intel chipsets that...
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    Vertex interpolation in a shader - how?

    I have the following situation:

    I got an object with, say 100 vertices per frame and 10 animation frames.
    All this data is located within one vertex buffer, frame 1 starting at index 0, frame 2...
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