What the specification says is that the type is signed but the values assign to that type can't be negative... Yes GLsizei is a int which I agree is a strange idea.
Type: Posts; User: Groovounet
What the specification says is that the type is signed but the values assign to that type can't be negative... Yes GLsizei is a int which I agree is a strange idea.
I haven't read the entire thread so sorry if I am off topic but I wonder whether the issue isn't that you expect too much of conditional rendering.
With conditional rendering, only Draw and Clear...
It's similar but not exactly the same.
Hi,
I am trying to use textureGather to build a custom shadow filter but I am running into sampling artifacts that I presume are due to precision issues (both on AMD and NVIDIA).
The following...
There is a great online database here: http://delphigl.de/glcapsviewer/listreports.php but I fell it needs more submissions to keep it update.
Would you mind guys to contribute to this database?...
That might be unfortunate but the GLSL specifications define both. As GLM is trying its best to follow GLSL specification, the library is following this convention as well.
If you include...
I am afraid that this is not supported...
There are many constants available in GLM now: http://glm.g-truc.net/api-0.9.4/a00145.html
Sounds like your dream care true: http://www.opengl.org/registry/specs/INTEL/map_texture.txt
Could the stride parameter be a variable which content would be fetched from a register file?
First the stride parameter needs to be a binding parameter. It allows to reusing the same vertex formats but data that is dispatched into various number of buffer. Typically we can expect cases where...
OpenGL 4.3 review available: http://www.g-truc.net/doc/OpenGL4.3review.pdf :)
Hi,
I forgot whether I suggested it already or not but a feature that I would love to see in GLIntercept is an overloaded version of glValidateProgram and glValidateProgramPipeline adding tests...
My little finger is telling me that internal AMD drivers already have fixes for what you reported :p
Keep reporting your bugs because chances are that nobody reported this issue before.
Here is...
Very nice! I should probably consider adding this to GLM. I create a ticket for that https://github.com/Groovounet/glm/issues/11.
Thanks!
lol, +1 on the popcorns.
I'll say yes as far as we keep a light theme too.
Is there really still people using OpenGL with a client and a server not being the same computer?
glm::translate is equivalent to creating a translation matrix and multiplying this matrix by the one passed in parameter except that this operation is optimized.
"pvm = projectionMatrix*viewMatrix*modelmatrix;"
You created a MVP matrix, not a PVM one... if this matter.
If you are working with a matrix then:
mat4 m;
vec4 v;
...
v * m is the transposed version of m * v and this is following the GLSL specification.
Furthermore, this code is properly...
Hi guys,
MacOS X 10.8 announced today, any info on the OpenGL version support? 3.3, 4.0?
Because it's not possible to do in C++ without explicitly define the operator for each type.
The problem here is cast. You can do:
vec3 vhalf = (vec_v+vec_l) / 2.0f;
Erm so your reason is because immediate mode is easier?
I disagree strongly but that's hope to you.
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There are some good points and I agree with you. GLI does actually much more but...
An immediate-mode replacement is nice but what's the use of it? It's convenient to draw a triangle but it doesn't really scale beyond this triangle. A mesh library is really interesting but it would...