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  1. Replies
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    Because you are writing to gl_Position in the...

    Because you are writing to gl_Position in the vertex shader, the perspective divide by w happens automatically by GL after the Vertex shader executes and before the fragment shader, or other shader...
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    For most "2D" operations you usually don't enable...

    For most "2D" operations you usually don't enable depth testing, or at the very least disable writing to the depth buffer.
    gldepthmask (GL_FALSE)
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    What you want to do is quite "high level" and...

    What you want to do is quite "high level" and depends entirely upon the rendering technique you use for the terrain.
    Perhaps if you posted a sample of the actual rendering code for the terrain (no...
  4. OpenGL 2.1 does not include any framebuffer...

    OpenGL 2.1 does not include any framebuffer objects as part of the core spec; this was added as a EXT and later ARB extension. Similarly, framebuffer multisample textures and renderbuffers were added...
  5. Without understanding why your UV coordinates are...

    Without understanding why your UV coordinates are outside of the 0..1 range, you could try one of the different texture sampling parameters, eg GL_REPEAT
    glTexParameteri(GL_TEXTURE2D,...
  6. There is an alternative you could try. Assign a...

    There is an alternative you could try.
    Assign a 4th vertex value to each vertex to assign a lookup ID.
    Each lookup ID would be treated as an integer (0,1,2,3) and would correspond to the texture...
  7. respecify the texture parameters after each...

    respecify the texture parameters after each texture bind


    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);...
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    Surely the only person who can answer your...

    Surely the only person who can answer your question is you!
    Only you know what is required for a level editor for your own game! I suspect you'd use the same tools for the editor that you used for...
  9. The answer is "it depends". It depends upon your...

    The answer is "it depends".
    It depends upon your hardware and drivers as to whether it supports 16-bit stencil buffers. Typically, AMD and nVidia only support 8-bit stencil buffers.
    You select the...
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    This is messed up, for sure. What is:...

    This is messed up, for sure. What is:
    glPopAttrib();
    glPopMatrix();
    doing between glBegin and glEnd ?
    Similarly for your other two tringles and quads.
    Your normal calulation depends on whether...
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    if the complier is complaining about sdl.h, then...

    if the complier is complaining about sdl.h, then it seems that you need to alter the project options to include the location of the sdl.h file so that it can be linked.
  12. You do realise that this is a public forum, yes. ...

    You do realise that this is a public forum, yes. It's not part of your university. Go and seek advice from your teachers.
  13. I think you're going to have to supply more...

    I think you're going to have to supply more detail than " it does not work". What do you see ?
    Post your vertex array setup code and draw code.
    Perhaps even read the posting guidelines?
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    I don't think you need to redine the VAO if...

    I don't think you need to redine the VAO if you're just going to fill up the same buffer objects with new data.
    If that's what you are doing, then you may want to reconsider the GL_STATIC_DRAW hint...
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    I had similar issues with odd releases of AMD...

    I had similar issues with odd releases of AMD drivers too!
    Using the Set8087CW($133F); trick worked for me when I initialied the OpenGL context.
  16. The flexible programming you are after can be...

    The flexible programming you are after can be done with the combination of ARB_Stencil_Export and ARB_stencil_texturing extensions.
    The latter extension (if I understand correctly) allows you to...
  17. You need to get the .M specification from the...

    You need to get the .M specification from the university and convert the data you loaded into OpenGL into that format.
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    er... the screen should be refreshed every cycle....

    er... the screen should be refreshed every cycle. It's the animation/movement computations which should be increamented according to the time delta since the last animation.
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    There are many things wrong with the information...

    There are many things wrong with the information you have posted and it's not clear what you are trying to say. Please slow down and discuss one item at a time, clearly describing (with code) the...
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    then post your draw loop and let's see. More than...

    then post your draw loop and let's see. More than likely you are not preserving the current state of the modelview matrix between draw calls.
    When you post, statements like are not helpful and...
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    I always thought the goal of UBOs was to share...

    I always thought the goal of UBOs was to share uniform resources across multiple shaders. If you are not accessing the UBO from more and one or two shaders, then you're wasting your time codeing this...
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    No need. Just attach a depth texture to your...

    No need. Just attach a depth texture to your framebuffer object. Job done.
  23. Probably because the GPU memory allocated to...

    Probably because the GPU memory allocated to buffer objects is not as fast as memory allocated to uniform storage, thus the write and read would be quicker for the single usage glLoadMatrix case....
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    There is a stencil_export extension (possbily...

    There is a stencil_export extension (possbily created by AMD) that allows a shader to modify the stencil buffer directly. Therefore, if you can access that, you just need to create another frame...
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    Do you actually have a handle for the preview...

    Do you actually have a handle for the preview window? Does that Window have a GL Context?
    Instead of rendering a white texture as a proof of concept (there are many ways to get a white window...
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