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Type: Posts; User: Trenki

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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I'm really disappointed of the work of the ARB. I was hoping for a clean start with a new API. But hey, OpenGL can still be extended with extensions. We should develop a new extension...
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    Re: Image Loading backwards....Please help

    (x = 0, y = 0) is the bottom left and (1, 1) is the top right corner in the OpenGL coordinate system. The first pixel you load is assigned the coordinate (0, 0). Each row gets an increasing y...
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    Re: Always on top (in front) sphere

    Instead of disabling the depth test you can try to simply clear the depth buffer.

    [ www.trenki.net | vector_math (3d math library) | software renderer ]
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    Re: Clipping planes and MSAA

    I believe the GF6 series cards and probably also the GF7 cards do the clipping by user defined clipping planes in the fragment shader using the discard instruction. This would explain why there is no...
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    Re: VBOs and Materials

    Vertex arrays are is the same as using VBOs just that VBOs are supposed to be more efficient since you don't always have to retransmit the vertex data to the card. To render to your model you do not...
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    Re: Using MipMap In GLSL

    There are the dFdx and dFdy functions in GLSL to get the derivative of some variables. There are a lot of cases in which the derivatives are undefined though e.g in some cases involving conditionals....
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    Re: Slowdown using GL with SDL?

    There is no reason you should experience any slow down with the SDL+OpenGL combination after initializing both properly.

    [ www.trenki.net | vector_math (3d math library) | software renderer ]
  8. Thread: Cg vs. GLSL

    by Trenki
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    Cg vs. GLSL

    Hi!

    I would like if it is worth to learn Cg and its API when I already know GLSL and how to interface it with OpenGL.

    I mean I know of some possible advantages:
    multiple target profiles: for...
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    Re: Pixel footprint in the world

    Your initial approach does not seem to wrong. Maybe you messed up somewhere.

    But you could also try using gluProject and gluUnproject to get what you want. Basically you could take the the upper...
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    Re: Best way to organize GLSL programs?

    On current cards the fixed functionality will mostly be emulated via shaders internally. You can most likely get better performance with shaders when you tailor them to your specific need.

    Yes,...
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    Re: Can I delete the shader objects after linking

    After attaching and linking the shaders objets into the program object they will be referenced by the program object, so you can delete the shader objects of you are not going to need them again.
    ...
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    Re: OpenGL UI rendering.

    CeGUI maybe.

    [ www.trenki.net | vector_math (3d math library) | software renderer ]
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    Re: Is it a valid shader?

    Id's say it is invalid. you can't have samples in a struct as samplers always have to be uniforms which can't be in a struct either.

    I used the GLSLValidate tool to verify correctnes. It is a good...
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    Re: is OpenGL what I need?

    The OpenGL library is already included with your compiler, so you don't have to download anything! The <GL/gl.h> header file provides only declarations for OpenGL 1.1. If you even want to use newer...
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    Re: What is GL 3.0's hold up?

    Yes, GLSL programming is hell. The syntax is all good althoug I found out that array initializers are only available since version 1.2 which is bad since not all cards support GLSL 1.2.

    In DirectX...
  16. Thread: GL 2.0 tokens

    by Trenki
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    Re: GL 2.0 tokens

    I suggest to use GLEW. It makes using OpenGL functionality beyond OpenGL extremly easy. All the functions and symbols are already defined, you can simply call your functions.

    [ www.trenki.net |...
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    Re: Updating VBO data

    Look at glBufferSubData.

    [ www.trenki.net | vector_math (3d math library) | software renderer ]
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    Re: SDL_image Opengl

    And, what is your problem? Don't expect anyone to just read all of the source without even knowing what the problem is. And for posting code you might want to use the appropriate tags, so the...
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    Re: Poor rendering quality with FBOs

    This looks very much like either your desktop is not 32 bit or your OpenGL context or you created Renderbuffer or RenderTexture have not 32 bit color. If you use a texture to render to you have to be...
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    Re: NVidia: OK, ATI X1650: OK, ATI 2600: Oh hell!

    AFAIK ATI uses the same open source parser for GLSL as the 3DLabs GLSLValitade tool. So if you can get your shaders to properly compile with GLSLValidate they should also work for ATI. AFAIK the only...
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    Re: texture mapping and sdl

    Set the texture paramters specifically those for the minification filter. The minification filter is normally set to use mipmaps but as you don't specify any the texture isn't complete. Set the...
  22. Re: How to choose between glOrtho/Perspective/Frustum?

    glOrtho is typically used in CAD application or for 2D graphics, where this projection is useful.

    glPerspective on the other hand create a perspective transformation where things further away will...
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    Re: texture mapping and sdl

    First of all omit the SDL_GL_SetAttribute calls (they are not needed; you will get some other defaults which may fit better than a 15bit color buffer with a 16bit depth buffer; you want 32 bit color...
  24. Re: Sharing Texture,FBO,VBO,GLSL objs in OGL 2 & OGL 3

    Yes, the function name is missleading but AFAIK textures and any other objects will be shared for the contexts not just display lists. The also don't have to be "called" by the display list to be...
  25. Re: Question about rotations... (first time poster)

    You can also rotate around an arbitrary axis with glRotate. Maybe this is enough for your purposes?

    [ www.trenki.net | vector_math (3d math library) | software renderer ]
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