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Type: Posts; User: Brolingstanz

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    Re: Very useful features

    >> Now I think whatever we suggest does not matter to ARB.

    Sure it matters. I'm sure it matters very much.
  2. Re: Packaging an OpenGL application for Windows

    If y'er feeling bold you can get a bit fancier with an automaged deployment package, which automates what Chris just described. Search the MSDN for 'Setup and Deployment Projects'. Basically you just...
  3. Re: missing direct_state_access entries in gl.spec

    Yep, I think both of those were 86ed with the promotion of ARB_geometry_shader4 to the core in 3.2.

    Now you can set the input/output/vertices parameters directly in the shader itself, and I think...
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    Re: Installing opengl and glut

    Checked "getting started" in the wiki? New stuff added all the time. :)
  5. Re: Subset of blending modes for 32 bit integer render

    How about being able to specify an N in place of a 1 in those equations?

    Nothing inherently FP about those equations that I can see.
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    Re: Very useful features

    1. If you view GLSL as I have, as a weird HLSL, you're really setting yourself up for disappointment. Using GLSL effectively requires a slight shift in perspective, me thinks.
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    Re: glXChooseVisual : Fatal IO error 11

    Shouldn't you be calling glXChooseFBConfig or something?
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    Re: 3D Vision and GL 3.x +

    If this 3D stuff takes off we're going to need an IMAX screen for the living room. My only real peeve about Avatar is clipping of the nearfield objects as they meander out of frame - a little bit...
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    Re: Offset a vector by another vector

    99.9% of the time thatíll do just fine.

    Hereís what I was getting at above. I think the trick is in creating a 2nd intermediate vector to escape equality in the first.


    void...
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    Re: Offset a vector by another vector

    yep, try something like z=abs(z); vec3 zz = vec3(z.z, -z.x, z.y).
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    Re: only using glVertexAttribPointer

    Yep, and if you should absolultely need backwards compatibility, check for ARB_compatibility and create a context under the compatibility profile - boom.
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    Re: Dx11 catchup

    Got pretty excited recently when I saw the token AMD_program_binary_Z400 output from a enum.spec tool. until I realized it was for ES only, that is. :-(

    Why canít those ES weirdos have their own...
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    Re: Weird Paint / Focus problem

    you've released you dc before finishing up with your context, which could very well be a source of considerable ungoodliness (unless maybe you have a cs_owndc class style or some such).

    May be a...
  14. Re: How to debug varying variable in fragment shader

    Thereís a very recent thread all about approaches to shader debugging. Your options are few at this point regardless: package your goods for output to the screen as color or to the app as raw...
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    Re: Blitting a window with OpenGL

    OK, but I don't think you need to disable composition to take a screen shot.
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    Re: Blitting a window with OpenGL

    Nope, just a vanilla pfd.

    As for whether you're missing anything, despite my honorary subtitle of OpenGL Pro, I'm really not qualified to make that determination. ;-)
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    Re: Blitting a window with OpenGL

    >> What pixel format you set on DC? And why?

    is this a trick question? I'm not very good at those... ;-)
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    Re: Display lists in 3.1

    Nvidia has a spec sheet on their webstie detailing the differences between the Geforce and Quadro if you're interested...

    www.nvidia.com/object/quadro_geforce.html
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    Re: Blitting a window with OpenGL

    On the thwarting of things I know only that if I load my procs directly from opengl32.dll (after setting the pixel format on my dc) and call wglSwapLayerBuffer a hook is a no show....
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    Re: Blitting a window with OpenGL

    My point was that there are ways to thwart the hooking mechanism so I wouldnít rely on it as a screen grabbing panacea.

    Incidentally I didnít mean to imply that you were engaged in something...
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    Re: Blitting a window with OpenGL

    >> Someone suggested hooking into the swap buffers call and that is the most reasonable solution so far but it is way too complicated and there is no time.

    What if the call is to...
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    Re: Deferred rendering

    Very naughty of you, Racha. We wouldnít want to create an atmosphere of competition.
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    Re: Deferred rendering

    This really isn't a coding forum but check the online GPU Gems books (2 & 3) for a great synopsis and implementation details.
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    Re: 3D Vision and GL 3.x +

    yes, after being completely blown away by Avatar I now can see what all the excitement is about.

    Iím going down to best buy to grab one of those fusion camera systems right now...
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    Re: Display lists in 3.1

    #&*%^@! laptops. People who use laptops should probably be ferried off to some far away magical island where they can dance with the bears and make little origami figurines. ;-)
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