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: urhere

Search: Search took 0.00 seconds.

  1. Replies
    5
    Views
    2,048

    Adding the existing shader code to one of my...

    Adding the existing shader code to one of my small sample projects created the same error output as in my full program. However, I'm able to get the geometry shader to compile if I change the array...
  2. Replies
    5
    Views
    2,048

    Checking with: ...

    Checking with:

    glGetIntegerv(GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, params);

    this morning, params[0] returned 16.

    At this point, the shader is only using 1 SSO. Any other thoughts? In the...
  3. Replies
    5
    Views
    2,048

    Thanks for the tip--I'll give it a try tomorrow....

    Thanks for the tip--I'll give it a try tomorrow.
    Jim
  4. Replies
    5
    Views
    2,048

    Problem writing to SBO in geometry shader

    Hello all,

    I am working on a project that defines PN triangles in a tessellation control shader from gridded elevation data. The associated tess eval shader evaluates the surface correctly and the...
  5. Implementing silhouette extraction with tessellation

    I am in the middle of updating my older fixed-pipeline Opengl NPR application for terrain rendering under GLSL. The previous version used the old NURBS facility (very slow, but effective); the new...
  6. Never mind--I didn't zoom in close enough to see...

    Never mind--I didn't zoom in close enough to see the tessellations. If anyone cares, the geometry shader is indeed getting the tessellated primitives. Whoops.
    Jim
  7. Meaning of geometry shader input primitive when using tessellation shaders

    I have been experimenting with tessellation and geometry shaders while updating an older, non-shader OpenGL program for non-photorealistic landscape rendering. I now have a working test program that...
  8. Replies
    0
    Views
    960

    Evaluating points on a NURBS surface

    I'm using NURBS surfaces to create smoothed renderings of landscapes. The typical size of the problem ranges up to about 500 X 500 control points. The rendering is working well but I now need to draw...
  9. Re: Dynamic control point array in gluNurbsSurface()

    Dumb mistake on my part. I assumed that because the sample programs using gluNurbsSurface() were using 3D GLfloat arrays, that was how it had to be. Nope--just declare a linear pointer, fill it with...
  10. Dynamic control point array in gluNurbsSurface()

    I have created a C++ OpenGL application (Windows XP, Visual Studio 2005) that renders terrain with NURBS surfaces. Everything works fine when I use a true array of control points with fixed...
  11. Replies
    1
    Views
    2,368

    Re: help needed to install GLU 1.3 on Windows XP

    Ok--Im an idiot. The only place I didn't try locating glu32.dll was the most obvious place: the project's debug directory. In any case, if this happens to you, put your copy of glu32.dll in the...
  12. Replies
    1
    Views
    2,368

    help needed to install GLU 1.3 on Windows XP

    First, I beg forgiveness if this has been discussed before, or worse, if it's in a FAQ. I did find an earlier thread here:
    old thread
    I am currrently using Visual Studio 2005 on Windows XP,...
Results 1 to 12 of 12