I have contacted Mark and can confirm that this is indeed his account. So I would like everyone to withheld any speculations around his identity in the future. Thanks ;)
Type: Posts; User: Zengar
I have contacted Mark and can confirm that this is indeed his account. So I would like everyone to withheld any speculations around his identity in the future. Thanks ;)
I am not aware of any on-card 1D texture compression algorithm. All such algorithms I know of are for 2D textures and work for blocks of pixels.
You cannot set the pixel format of a window twice. The solution is to destroy the window and create a new one.
Or you can emulate stereo by creating an FBO with two rendertargets and then applying...
You can use deprecated stuff in OpenGL 3.0 contexts. Why would you want to move to "pure" 3.x anyway? The only reason I see is adopting all-shader approach, but if you had that goal you wouldn't be...
There are alternative software-based implementation (with MESA3D being the best one). But enhancing performance? Make sure you have a decent 3d card, recent drivers and an accelerated rendering...
You just have to clearly separate the simulation logics (one that changes your world) and the rendering logics (one that presents your world). A nice abstraction would be, for example, a...
Minimum size of a texture (any texture) is 1x1. Where did you get 64 for POT from?
Basically, everything except A can be true. But I am not sure what your examiner wants to hear.
For my part, I believe that languages like C are not optimal as a base language for parallel computers. I still think that a "declarative" language, where data and the code that produces this data...
Depends on the scene, its complexity, the way it is rendered, the graphics card etc. One of those question you can't answer generally. God, I hate unprofessional multiple-choice questions.
Edit:...
I don't see what this has to do with OpenGL...
Use the framebuffer object extension.
Well, a possible solution would be rendering to a MSAA-enabled FBO, without a MSAA-enabled e window buffer . When you need more resources, you can delete the FBO.
Care to post some code?
Also, texture coordinates are in normalized space and go from 0 to 1, you are using actual texture dimensions as coordinates!
You can make a sprite-based games using 3d acceleration hardware with "flat" polygons and textures. The advantage would be very high performance and lots of thing you get "for free": like scaling,...
What is "plane panel"? Are you proficient with programming?
The problem will probably be your texture loading code.
I don't believe there is such thing. What should be the point? Much important would be driver certification, but GL doesn't have even that...
There is a thing called "selection mode" in OpenGL, however, it is deprecated and shouldn't be used. Ray-tracing or color picking (what dletouzen described) are better alternatives. You could also...
Pfirsich already said all his, but I want to stress this again.
The way you do your drawing is the most ineffective way possible. If you follow this guidelines, you will get good performance: 1)...
GLUT relies on glutMainLoop, because it is where (as the name suggests) the message loop is run. You will have to abandon GLUT if you want more control...
I suggest you only redraw on your OS pain message (WM_PAINT windows, if I am not mistaken). This way, you won't redraw more often then really needed. You can also force a redraw (after the data has...
Strange indeed... Does it work if you skip the mipmaps? (I mean, if you just load the texture and use linear filtering)
What are the width and the height of your texture? They must be power-of-two!
Oh, and glTexImage2D line is redundant, as gluBuild... performs the same call internally.