you arent forced to use GLEW its a utility library that isnt part of OpenGL
Type: Posts; User: ruysch
you arent forced to use GLEW its a utility library that isnt part of OpenGL
I am pretty sure OpenGL volumizer is dead and buried along with SGI. If its volume rendering you are after there are two choices as I see it:
1) hack it yourself
2) use one of the open source...
You guys have to come with something more solid than, "I got a 55% performance drop"; I aint saying its not true, but you aint giving any of us very much to work with.
Another small thing, if you only need the alpha channel then only readback the alpha channel.
While doing PBO readback, you might be able to do sort of double buffered PBO readback, swapping...
nor is GL_NVX_gpu_memory_info in the registry, I for one use
http://developer.nvidia.com/object/nvidia_opengl_specs.html
This might not be the official channel, but an incomplete/untrustworthy...
I also thought the news was sort of odd; Did we get programmable blending ?
HLSL has it; For some reason this has never been added to GLSL, I personnally had hoped for at least some sugar in GL3.2 but I dont think you will get #includes in GL any time soon.
I have never...
über shaders or not;
What I want is for a small/simple pixel shader to have a few deviating paths which I can control without hitting a penalty due to internal recompilation of source. Having...
So the only good über shader solution essentially is to have multiple programs from the same shader source and do the preprocessing by the hand?
I am largely working under Linux with 190.18; Hardware-wise I am on a NVIDIA 8800 GT.
Nevertheless I am only able to see the actual GLSL internal recompile with the NVIDIA instrumental drivers....
What are my best options when trying to avoid GLSL shader code recompile while setting a uniform, i.e glUniformNx?
Using the NVIDIA instrumental driver the driver seems to recompile shader code...
While skimming through glspec32.core I failed to see any mentioning of glPixelTransferf, neither on the deprecation list nor in the standard.
I presume its out of the standard... but where is the...
I am a bit confused on how I can get luminance textures under OpenGL 3.2
In the good old days, the following would work
GLuint texname;
glGenTextures(1, &texname);
glBindTexture...
How do you allocate the textures?
How do you upload data to the textures?
Do you have similar behavior when running in a single thread?
Its a lot easier to do those sort texture states in a shader,
Similiar under DX9 the SetTextureStageState interface is much simpler realized in a shader than through API calls, thats why you dont...
The renderbuffer object does respect the state of glDepthMask, or that is its the framebuffer object that respect the depth mask though thats semantics I guess.
If you could supply a tiny snippet...
First create the texture, see man page on glTexImage3D to allocate a 3D texture.
http://linux.die.net/man/3/glteximage3d
I am using the exact same driver and I get very performance with PBO texture transfer. (its actually alot better to transfer the texture in the *normal* way)
Is there any word on when a improved...
I am pretty sure this isnt true. The texture 3D extension isnt coupled with GLSL. Also why should one use glTexImage3DEXT for 3D textures, isnt that deprecacted?
3D textures have been in the...
Could some one point me to documentation of the following level-of-detail texture fetch instruction.
Also which GPU's support lod fetch using 3D textures?
How fat a contract do you think Blizzard has with Apple? ;-)
I recall a few prominente members of the forums actually touring with Microsoft and presenting DirectX 10. Requesting feedback and discussing back and forth what should be next. These discussions...
So lets pray that IP rights are resolved in time. Kind of funny that the benefactors of OpenGL seem doing all the right things to leave the industry with no choice but skipping OpenGL. They missed...
Fair enough; however thats speculation. In all fairness Khronos/ARB would still be able to give an information update that: We are currently working on resolving external issues which have slowed...