Well, would you look at that, a new extension has just shown up in the registry:
GL_INTEL_map_texture
Allows you to map a texture on the GPU, however it looks like they skip over the...
Type: Posts; User: elFarto
Well, would you look at that, a new extension has just shown up in the registry:
GL_INTEL_map_texture
Allows you to map a texture on the GPU, however it looks like they skip over the...
There was mention of a desktop EGL library. However I haven't seen it mentioned since.
Regards
elFarto
The first issue I can see is that your texture isn't mipmap complete. Try adding the line:
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);where you create the texture.
The second...
Ok, but I'm not sure how replacing one method that has a hint the driver (mostly) ignores, with another method that has a hint the driver could possibly ignore, improves things.
Also, do you have...
I understand what you are trying to propose, but I don't understand what problem it solves?
Regards
elFarto
The point I was working from was in the bindless presentation:
Except that OpenGL has gotten simpler in recent years. It's not just deprecation, but moving data into the shader, separate...
Well, if they (NVIDIA and AMD) were to expose the rasteriser as an OpenCL extension you could probably get some good performance out of it, but attempting to do it without access to all the hardware...
I really don't know if that's such a good idea. I mean like love the Longs Peak design, but do you really want an API that's had that much change while maintaining backward compatibility (because you...
This seems to be a recurring theme with OpenGL.
I'm at a bit of a loss, that code looks fine. Prehaps you need a few calls to glEnableVertexAttribArray for you VAO.
*edit* Heh, you beat me to the solution by a minute :)
Regards
elFarto
I think you're problem is that your VAO isn't setup correctly, and binding it is causing the GL_ARRAY_BUFFER attachment point to be clobbered.
Commenting the glBindVertexArray(0); call means the...
Hi Mark
Thank you for this extension.
Have any of the other Khronos members expressed interest in moving this extension to EXT or ARB status? Could this extension be implemented on (for...
How about using ARB_fragment_coord_conventions?
Regards
elFarto
I've noticed a slight issue with a couple of the pages. Some of the glTexImage{1,2,3}D pages don't have the correct list of internalFormats.
Regards
elFarto
I think you'll need the GL_ARB_seamless_cube_map extension to get rid of your problems.
*edit* nevermind, I thought you were using a cube-map.
Regards
elFarto
HLSL is just a language, it can't be OS specific.
As Alfonse says, the extension that specifies this hypothetical format can specify that for this format, the glProgramBinary call cannot fail.
...
Hi
I was thinking about this offline compilation for GLSL. Now that we have ARB_get_program_binary, 'all' that's needed is the format specified.
My question is, what should that format look...
I'm not sure why you'd want libktx to decompress the texture for you, don't all video cards released in recent history support S3TC?
Regards
elFarto
KTX is basically a thin wrapper around the glTexImage*/glCompressTexImage* calls. You directly specify the format to pass to OpenGL in the file, such as COMPRESSED_RGB_S3TC_DXT1_EXT.
Regards...
Hi
Firstly, the slides from SIGGRAPH are now up.
There are 2 items in there I haven't seen discussed. One is KTX (Khronos Texture file format, think DirectX's DDS file type for OpenGL). The...
What's even more interesting is the wording in the NV_vertex_attrib_integer_64bit extension:
void VertexAttribLFormatNV(uint index, int size, enum type, sizei stride);
(note: ...
Fair enough, you've all convinced me that my idea would be a Bad Thing™.
Setting the texture unit in the shader itself seems like a good idea.
Regards
elFarto
There is actually a use case that specifying which texture unit to use is quite helpful: one can set the texture units and then just change shaders. Also, it is not that much work to just make your...
I have to say, almost everything I could want from OpenGL is there now, except for one thing. Those damn texture units! I just want to be able to bind a sample or texture object directly to the...
Looks like there's a spec available for it.
Regards
elFarto