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Type: Posts; User: elFarto

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    Then add a similar function for non-indexed...

    Then add a similar function for non-indexed targets, although I can't see a problem using GL_ELEMENT_ARRAY_BUFFER with an index of 0 and just change the semantics of BindBuffer to only effect index...
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    It would be nice if BindBufferRange could accept...

    It would be nice if BindBufferRange could accept any of the buffer targets, not just the 4 it does at the moment (GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER and...
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    Firstly, remove the...

    Firstly, remove the glEnableClientState(GL_ARRAY_BUFFER); call, that's not legal.

    Secondly, check that tex2Buffer really is non-zero.

    Regards
    elFarto
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    Change this: glVertexPointer( 3, GL_FLOAT, 0,...

    Change this:

    glVertexPointer( 3, GL_FLOAT, 0, off );
    to:

    glVertexPointer( 3, GL_FLOAT, 0, 0 );
    Aswell as the glNormalPointer and glTexCoordPointer calls.

    And you'll probably need:
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    This link should help you: ...

    This link should help you:

    http://lwjgl.org/forum/index.php?topic=4494.0

    Regards
    elFarto
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    Without quite understanding what your issue is,...

    Without quite understanding what your issue is, you could try moving the glScalef after the glRotatef commands.

    Regards
    elFarto
  7. I just meant that for a 'simple' copy, you need...

    I just meant that for a 'simple' copy, you need to setup 2 FBO and bind them then do a blit, as apposed glCopyImageSubData which accepts all the parameters in one call.

    Regards
    elFarto
  8. You could always try NV_draw_texture (if you've...

    You could always try NV_draw_texture (if you've got it), that allows resizing, but draws to the currently bound framebuffer. Unfortunately it isn't designed to read from a layered textured, so you'll...
  9. If you're copying from one texture to another,...

    If you're copying from one texture to another, could you not use glCopyImageSubData from ARB_copy_image (or the equivalent from NV_copy_image if you don't have that)?

    Regards
    elFarto
  10. What the answer you linked to is saying is that...

    What the answer you linked to is saying is that the glMapBuffer function isn't actually defined as a function in the header file by default.

    The normal way to access these methods is to use...
  11. I'd love to see this to, just tripped over the...

    I'd love to see this to, just tripped over the same issue today.

    It would also be nice to see glBufferAddressRangeNV be able to to bind to all the buffer binding points rather than just vertex...
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    It exactly matches what the hardware does. This...

    It exactly matches what the hardware does. This means you can change the format of the vertices and which buffers the data is retrieved from independently. This is good because changing the format is...
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    Hi Right, I was using the core profile before...

    Hi

    Right, I was using the core profile before (or at least, not specifying I wanted compat, and LWJGL decided to give me core), and the first one wouldn't work until I used compat profile. And I...
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    glVertexAttribFormat/glDrawArrays issue

    Hi

    EDIT: Ok, I've fixed the problem, turns out you can't pass 0 as the stride to BindVertexBuffer like you can to VertexAttribPointer you actually have to specify the correct stride, otherwise...
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    Well, would you look at that, a new extension has...

    Well, would you look at that, a new extension has just shown up in the registry:

    GL_INTEL_map_texture

    Allows you to map a texture on the GPU, however it looks like they skip over the...
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    Re: scrap opengl32.dll

    There was mention of a desktop EGL library. However I haven't seen it mentioned since.

    Regards
    elFarto
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    Re: GL_TEXTURE_MIN_FILT dims entire screen

    The first issue I can see is that your texture isn't mipmap complete. Try adding the line:
    glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);where you create the texture.

    The second...
  18. Thread: buffer_storage

    by elFarto
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    Re: buffer_storage

    Ok, but I'm not sure how replacing one method that has a hint the driver (mostly) ignores, with another method that has a hint the driver could possibly ignore, improves things.

    Also, do you have...
  19. Thread: buffer_storage

    by elFarto
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    Re: buffer_storage

    I understand what you are trying to propose, but I don't understand what problem it solves?

    Regards
    elFarto
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    Re: Direct State Access

    The point I was working from was in the bindless presentation:





    Except that OpenGL has gotten simpler in recent years. It's not just deprecation, but moving data into the shader, separate...
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    Re: Direct State Access

    Well, if they (NVIDIA and AMD) were to expose the rasteriser as an OpenCL extension you could probably get some good performance out of it, but attempting to do it without access to all the hardware...
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    Re: Direct State Access

    I really don't know if that's such a good idea. I mean like love the Longs Peak design, but do you really want an API that's had that much change while maintaining backward compatibility (because you...
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    Re: glUniform + VBO bug?

    This seems to be a recurring theme with OpenGL.
  24. Re: glBindVertexArray and glBufferSubData interactions

    I'm at a bit of a loss, that code looks fine. Prehaps you need a few calls to glEnableVertexAttribArray for you VAO.

    *edit* Heh, you beat me to the solution by a minute :)

    Regards
    elFarto
  25. Re: glBindVertexArray and glBufferSubData interactions

    I think you're problem is that your VAO isn't setup correctly, and binding it is causing the GL_ARRAY_BUFFER attachment point to be clobbered.

    Commenting the glBindVertexArray(0); call means the...
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