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Type: Posts; User: prunkdump

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  1. Replies
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    Thanks ! This paper propose using two PBO...

    Thanks !

    This paper propose using two PBO alternately. May is the fastest method.

    But doesn't explain why... Is someone can explain me PBO's internal ?
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    Texture loading and PBO

    I try to make a texture loader for my game engine so I am looking for the fastest method to upload textures. But I have trouble understanding the PBOs ....

    PBO locks :
    Has say the PBO's...
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    I finally found the error ! When I compile my...

    I finally found the error !

    When I compile my program I get the following warnings :


    fishdisplay.c:300:3: warning: implicit declaration of function ‘glUniform1i’
    fishdisplay.c:306:3:...
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    Gentoo linux with nvidia-drivers-295.71

    Gentoo linux with nvidia-drivers-295.71
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    No, My problem is still not resolved.... ...

    No, My problem is still not resolved....

    StefanG, my graphic card is an old geforce 6600gt .... may my drivers never have been fixed ? I will try to use glUniform1fv and return the result.
    ...
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    Does your decoder support setting linesize ? (the...

    Does your decoder support setting linesize ? (the pitche in byte to go to the next line). I it does, you can arrange your planes like this in your pbo :
    ...
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    uniform float doesn't work

    hi !

    I need to pass two parameters to my fragment shader, but I never get the right variable's values. So I tried to change the uniform to const variables like this :


    /*******************/...
  8. I finally found the error !! The problem is that ...

    I finally found the error !! The problem is that

    reverseVec *= gl_ProjectionMatrixInverse;
    is equivalent to

    reverseVec = reverseVec * gl_ProjectionMatrixInverse;
    but not to

    reverseVec...
  9. Compute fragment's ray direction (world's coordinates)

    Hello !

    I try to make a sky shader using a fullscreen quad and an equirectangular texture (http://hugin.sourceforge.net/docs/manual/Equirectangular_Projection.html ). So for each fragment I need...
  10. Thanks ! But the geforce 6600gt is a agp card not...

    Thanks ! But the geforce 6600gt is a agp card not a pci-express one ..... I need to update my whole configuration :(
  11. I have just two openGL implementation on my...

    I have just two openGL implementation on my system :
    -> my geforce 6600 driver witch support GL 2.1 and GLSL 1.20
    -> the mesa driver that emulate GL 3.0 and GLSL 1.30

    So in reality I'm limited...
  12. Although this is not really reassuring ... :)...

    Although this is not really reassuring ... :) many thanks to you for your clarification ! I will try to use GL3.1 as main opengl version and provide compatibility for older GL version as far I found...
  13. You mean the Opengl 4.3 core is supported by...

    You mean the Opengl 4.3 core is supported by almost all 2.1 drivers with their extensions ? GLSL 430 <-> GLSL 120 to ?
  14. That's perfect ! Thanks ! I will try to read...

    That's perfect ! Thanks !

    I will try to read more carefully the GLSL reference to understand the differences between the GLSL versions and how to handle them...
  15. Thanks ! If I understand correctly, varying...

    Thanks !

    If I understand correctly, varying variables have multiple instances in the rendering pipeline :
    -> one instance for each vertex of a primitive, so three assignment are performed by the...
  16. Meaning of texture coordinates in "texture2D"

    Hello!

    I try to understand the following texture mapping shader :



    /* vertex shader */
    varying vec4 v_color;
    varying vec2 v_texCoord;
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    PBO slower than glTexSubImage2D() ???

    I would like to stream video frames from an avi to an opengl texture as fast as possible. So I wrote four little programs that load repeatedly a texture with different method :
    - with teximage2D
    -...
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    Texture compression.

    Hi !

    I would like to compress my texture files on the fly so :

    I check the extension :


    if (GLEW_ARB_texture_compression)
    printf("support texture compression !\n");
    else
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    Re: multiple glReadPixels

    SOLVED!!!

    Yes you're right!! It was a swap buffer placement problem!
    1)I swapped my buffer two times per display.
    2)One swap was before glReadPixels.

    The second problem come from that glut...
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    Re: multiple glReadPixels

    Hi.

    No problem with the swapBuffer placement.

    My kernel is gentoo-sources-2.6.28-r5.
    My xorg version is 7.2.
    My os? it's gentoo linux with gnome display manager.
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    Re: multiple glReadPixels

    Thanks for your answer!

    I am under gentoo linux with a ati radeon graphic card using kernel driver (radeon).

    I have already tried to add glFinish() and glFlush().
    My viewport is into the...
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    multiple glReadPixels

    Hi!

    I try to make a program that use opengl to generate a series of images, and save them to files. I use ImageMagick for image manipulation and glut or sdl for opengl implementation.

    I have...
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    Re: "equally blended" problem

    I finally found a simple solution:



    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glBlendEquation(GL_FUNC_ADD);
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA,GL_DST_ALPHA);
    glColor4f(1.0f,1.0f,1.0f,0.5f);...
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    "equally blended" problem

    Hello all!!!

    My problem is very simple.

    I have a scene composed by multiple textured GL_QUADS and I want to equally blend them. (as doing Enblend for example Enblend/Enfuse )


    1)the...
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