Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: vincoof

Page 1 of 20 1 2 3 4

Search: Search took 0.01 seconds.

  1. Re: how fast should GL_POINTS be on my hardware?

    6M per sec is horribly slow for a 5900.
    I guess you're sending them through immediate mode, isn't it ? Either that or your application is using many CPU resources, which means that you're CPU-bound,...
  2. Replies
    9
    Views
    778

    Re: OpenGL 2.0 specification nits to fix

    I'm not telling everyone should be happy about the prefix issue. At some time, I also have been worried about that too. I'm just explaining that when the spec came out, back in 1992, there was no...
  3. Replies
    10
    Views
    1,336

    Re: Problem with GL_ATI_fragment_shader

    From the spec : So, you need to setup a corresponding color operation just before your alpha's DOT3 operation.
  4. Replies
    5
    Views
    580

    Re: did arb_uber_buffers ever materialize?

    But PBO does.
  5. Replies
    2
    Views
    322

    Re: Vertex arrays segmented

    You can do that with vertex programs, thanks to vertex attribute arrays. The only problem is that you have to write the corresponding vertex program for every case (lighting, texturing, fog, etc).
  6. Replies
    9
    Views
    778

    Re: OpenGL 2.0 specification nits to fix

    If the focus is on the web search engine, then they should simply include an "OpenGL" option which prefixes automatically everything you're trying to search, or remove the prefix automatically. In...
  7. Replies
    9
    Views
    778

    Re: OpenGL 2.0 specification nits to fix

    It's explained in the introduction of specification.

    <p lang="fr">
    En fait c'est simple, à la base c'est pour ne pas répéter inutilement un préfixe qui nuirait à la lisibilité du document. Il...
  8. Replies
    2
    Views
    414

    Re: Please implement RTT.

    GL_EXT_framebuffer_object
  9. Re: render to ALPHA texture sux with NVIDIA cards ?!

    Are you sure your buffer uses an alpha channel ?
    please call glGetInteger with GL_ALPHA_BITS.
  10. Replies
    6
    Views
    712

    Re: Problem with stereo and fullscreen

    It's not that easy. You know you're missing a frame only when you missed it, that is when it's too late. Not to mention the difficulty to detect such loss.
    The point being, only a component very...
  11. Re: Lower VAR/VBO performance with newer NVidia drivers

    If glBindBufferARB(ELEMENT_ARRAY_BUFFER_ARB, 0) fixes the crash, this probably means you've got some pointer out of bounds when rendering your triangles.
  12. Replies
    11
    Views
    955

    Re: texture look-up using ATI_fragment_shader

    Please try this :
    http://www.ati.com/developer/R8500PointlightShader.html
    (full source code included)
  13. Replies
    4
    Views
    832

    Re: Fog alpha values

    Fog alpha doesn't matter.
    The specification explicitly states that the fog stage doesn't change the alpha value, so if you call glColor(r,g,b,0) you will always get alpha=zero no matter the alpha...
  14. Replies
    11
    Views
    955

    Re: texture look-up using ATI_fragment_shader

    printf("Supported extensions : %s\n", glGetString(GL_EXTENSIONS));
    (edited: I'm late!)

    Have you downloaded ATi's fragment shader example program ? This one should work, otherwise this means...
  15. Re: Lower VAR/VBO performance with newer NVidia drivers

    So, if sum up correctly :
    1- you build the terrain with glBufferData
    2- now you fly over it with high performance for quite some time (few seconds at least)
    3- at some point you update your...
  16. Replies
    2
    Views
    344

    Re: glOrtho - is this unwise?

    Mapping 1.0 == 1 pixel has no real meaning in 3D since the depth is not a dimension in pixel buffers. It would make sense in voxel rendering, but this is absolutely not the goal of OpenGL.
    Anyway,...
  17. Replies
    14
    Views
    2,260

    Re: VBO C code sample?

    AGP speed shouldn't really matter WRT performance if vertices are stored on the GPU side. It will matter only while uploading, which is performed once. Then if arrays are big enough you won't make...
  18. Replies
    14
    Views
    2,260

    Re: VBO C code sample?

    15,000,000 vertices per seconds sounds good for a GeForceFX 5200.
    Is texturing enabled ? lighting ? fog ? vertex colors (do you call glColor per vertex) ?
  19. Replies
    4
    Views
    3,021

    Re: Perfect Sky/Cloud Plane

    4. Draw you cloud plane again in pre-processing stage.

    That is, your first render your clouds with the near clipping plane at the far of your traditional scene.
    Say your scene has a near plane of...
  20. Replies
    37
    Views
    2,354

    Re: Multiple Z Buffer Formulas

    [B] Yup, except if imposters can overlap on screen, that's the best thing to do. And even if they overlap 2D-wise, if they don't intersect depth-wise you simply have to sort imposters by depth and...
  21. Replies
    14
    Views
    2,260

    Re: VBO C code sample?

    Does your program even link and compile under linux when you call wglGetProcAddress ?!
    Yes you have to use glXGetProcAddressARB (with upper-case X). It works essentially like wglGetProcAddress,...
  22. Replies
    14
    Views
    2,260

    Re: VBO C code sample?

    First, make a program with traditional vertex arrays.
    Then, use the specification to port traditional VA to VBO thanks to the example of the end of the document.

    Linux or not doesn't make any...
  23. Replies
    37
    Views
    2,354

    Re: Multiple Z Buffer Formulas

    There are mainly three solutions (well, almost) :
    1- set a constraint to your near/far clipping plane. If the whole Earth is in your viewing frustum chances are you're looking from thousands of...
  24. Replies
    37
    Views
    2,354

    Re: Multiple Z Buffer Formulas

    You're talking about another problem : precision issues when visualizing data from arbitrary position over a large world, typically the whole Earth.

    This topic was rather into depth buffer...
  25. Thread: Antialising

    by vincoof
    Replies
    4
    Views
    398

    Re: Antialising

    This card has very bad OpenGL drivers. I'm not surprised at all it doesn't work under linux. I would even be surprised if it worked under Windows.
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4