Have you looked at Regal?
Type: Posts; User: ScottManDeath
Have you looked at Regal?
Have you looked into this GL 4.3 feature, especially issue (2)?
Please send Piers or me a private message so we can take care of this and file a bug.
(note beside, our developer forums were recently compromised by a third party which might explain why your...
If you have MSAA enabled, you might want to look into centroid sampling for texture coordinates.
For point 3, just prefix your shader code with "#define phong_fragment_shader main" as a workaround.
Are you sure that you are loading the .bmp from the hard disk only once, and not every frame?
D3D11.1 supports similar functionality:
Try precomputing 1/radius on the CPU and pass it to the fragment shader as a uniform.
Has the advantage of making them templatable for float, double etc.
It seems that the extension ignores geometry and vertex shaders, so now I'm wondering how one would do e.g. (geometry shader) instancing to replicate a path into multiple layers of a 2D texture array...
Actually, you can. You specifically have to disable rendering with glEnable(GL_RASTERIZER_DISCARD) when using transform feedback.
It would be quite helpful (and easy to do) to just chronoligally sort in the OpenGL specs into the extension list, e.g. making a head line. That way, that large wall of links is broken up into more...
As I said before, glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, header.textureWidth, header.textureHeight, 0, GL_RED_INTEGER, GL_INT, startingPoint2D);
GL_RED_INTEGER as your external format
On Windows 64 bit, int and long are 32 bit, long long int and the pointers are 64 bit.
I can confirm that it works :)
I we t to qt.gitorious.org and downloaded the .tar for the 4.7 project by qt-nokia, or however the user is named.
Qt 4.7 will support wglCreateContext, and thus 3.x
I had to patch in support for the debug output and robustness extension.
I am sorry, but i have to ask again: What about the headers?
I updated glew from the svn, put the ARB_cl_event extension on the black list and then ran the build script which...
Glad to be of service. :)
So I was wondering what type of debug messages I am going to get?
I only got API/SEVERE calls so far, but what about feedback similar to the GLEXPERT driver?
I now get both a robust, and a debug context, reason was that WGL_CONTEXT_FLAGS_ARB was twice in the attribute list,thus only the last one was taken. Binaryly "oring" the flags and having it only...
I got GL_ARB_debug_output to work. It triggers when I provoke a glGetError and when I am calling glDebugMessageInsertARB. :)
Calling glGetIntegerv with GL_MAX_DEBUG_MESSAGE_LENGTH_ARB and...
That is what I'm doing right now, but a debug context doesn't have to have the GL_ARB_debug_output extension, it could have other debug functionality. A core GL inspection would be useful in that...
I am building glew bymyself from the SVN. It lackes 4.1 core functions, and I had to disable ARB_cl_event, as well as manually tewak the debug output callback. I'm fine with that, since I only care...
DX10 has viewport and scissor arrays, so it should work on 3.x hw