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Type: Posts; User: mhagain

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  1. The vertex shader is run once per-vertex. ...

    The vertex shader is run once per-vertex.

    Based on that it should be obvious that for, say, a 200 triangle model you're now computing your transforms 600 times.

    Compare that to once-only for...
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    In a compatibility context you can pretend VAOs...

    In a compatibility context you can pretend VAOs never existed.

    It's worth noting that glEnableVertexAttribArray, glBindBuffer, glVertexAttribPointer and friends existed in OpenGL before VAOs did...
  3. Try to do something that's not supported in a...

    Try to do something that's not supported in a core context. Depending on your driver this may be as simple as a glBegin/glEnd call, followed by a glGetError. Or you might try a draw call with VAO 0...
  4. The OpenGL development libraries are not the same...

    The OpenGL development libraries are not the same thing as the OpenGL driver, and need to be installed separately.

    Having said that, most development tools do come with them as standard (even...
  5. Question 1: The spec gives the answer to this:...

    Question 1:
    The spec gives the answer to this: http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt


    Question 2:
    The target parameter is part of the GLX protocol for MapBuffer. ...
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    http://www.opengl.org/wiki/Common_Mistakes#Texture...

    http://www.opengl.org/wiki/Common_Mistakes#Texture_upload_and_pixel_reads

    Check your glPixelStorei
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    First thing I'd advise is to get it working with...

    First thing I'd advise is to get it working with static buffers (don't worry about the dial animation yet). You say you're new to VBOs so this is important: it's a sanity-check to make sure that...
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    No, I said your glVertexAttribPointer call. ...

    No, I said your glVertexAttribPointer call.

    The correct setup is:
    glEnableVertexAttribArray (0);
    glBindBuffer(GL_ARRAY_BUFFER, vboID);
    glVertexAttribPointer (0, 4, GL_FLOAT, GL_FALSE, 0, 0);...
  9. Most modern games use Direct3D, not OpenGL, so...

    Most modern games use Direct3D, not OpenGL, so you're not really comparing like-with-like.
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    Unless you're using VAOs (which it doesn't look...

    Unless you're using VAOs (which it doesn't look like you are) you should move your glVertexAttribPointer call to before your glDrawElements (but after the preceding glBindBuffer).
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    You can do it with a single glDrawElements using...

    You can do it with a single glDrawElements using primitive restart. You specify an index to be the restart index (typically -1 is chosen, which is equivalent to 0xffff if using unsigned short or...
  12. I honestly think you're just being paranoid...

    I honestly think you're just being paranoid counting handles like this. On a test app, using Windows 8.1, I get ~20,000 handles in use during normal operation with just Firefox, Visual Studio and a...
  13. The original GL_ARB_vertex_buffer_object...

    The original GL_ARB_vertex_buffer_object extension is what you were looking for: https://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt

    The extract relevant to your question is:

    ...
  14. What we're actually interested in is comparing...

    What we're actually interested in is comparing the call stack before the exception occurs with the call stack after the exception occurs. That will tell you if execution jumped to somewhere it...
  15. Breakpoint before the glDeleteTextures call,...

    Breakpoint before the glDeleteTextures call, breakpoint after it, inspect variables, including your HDC, your HGLRC and the texture name to be deleted.
  16. Unlikely. HANDLE in this exception is a...

    Unlikely.

    HANDLE in this exception is a Windows API data type, and the fact that the exception is being thrown with seeming randomness indicates that the problem is not at the glDeleteTextures...
  17. Sounds like you've a wild pointer then.

    Sounds like you've a wild pointer then.
  18. Do you delete textures before or after destroying...

    Do you delete textures before or after destroying your window?
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    GL_ARB_vertex_attrib_binding...

    GL_ARB_vertex_attrib_binding is ideal for this kind of use case - it's just a single glBindVertexBuffer call.
  20. It is, yes. No way that I know of in 2.1; I...

    It is, yes.

    No way that I know of in 2.1; I found this by writing a program to benchmark various combinations until I just found which was the fastest. For raw TexSubImage upload speed on this...
  21. With Intel graphics change this:...

    With Intel graphics change this:
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, GL_BGRA, GL_UNSIGNED_BYTE
    To this:
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, GL_BGRA,...
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    Use of GL_EXTENSIONS as a parameter to...

    Use of GL_EXTENSIONS as a parameter to glGetString is deprecated. In other words:



    glGetString is not deprecated...
    ...but GL_EXTENSIONS is no longer a valid parameter.


    Please see the...
  23. Can you double-check that you've initialized GLEW...

    Can you double-check that you've initialized GLEW after you've created the context? Apologies if this seems obvious to you, but it is a common error. Also - are you checking the return value from...
  24. ...and it's no good unless it's implemented in...

    ...and it's no good unless it's implemented in hardware. Otherwise you may as well just write the function in the OP and use that instead.
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    Are you clearing both the color and depth...

    Are you clearing both the color and depth buffers, or just the depth buffer? If the latter, there are some specific reasons why a clear may fail (one of them is that GL didn't give you a depth...
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