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    That is true, I remember. But try to find the...

    That is true, I remember. But try to find the mention of that in the new specs:
    http://www.opengl.org/sdk/docs/man4/html/glVertexAttribFormat.xhtml
    I don't see a note about special value 0....
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    Try to set a stride to a proper value, not 0.

    Try to set a stride to a proper value, not 0.
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    Yep. Here is the answer:There must be a valid...

    Yep. Here is the answer:There must be a valid non-zero named VAO bound.
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    You first. :) Do not take away from us a nice...

    You first. :)
    Do not take away from us a nice opportunity to laugh at the nooby code! :D
    Whoops, I mean, show the codes, we will help you to correct it to make it work. :)
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    If you are using geometry shader, you can output...

    If you are using geometry shader, you can output any per-triangle data using the "flat" modifier for it. Set this variable(s) once just before emitting the last vertex of the triangle.
  6. Aside from that, change the primitive type to...

    Aside from that, change the primitive type to GL_TRIANGLE_STRIP or inverse the order of first two vertices.
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    Yeah, that is exactly how it works: initially you...

    Yeah, that is exactly how it works: initially you place your camera using the glLookAt function (or your emulation of it in case you maintain the modelview matrix by yourself), then you move and...
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    Normally, you do not need to touch gl_FragDepth...

    Normally, you do not need to touch gl_FragDepth as it is calculated automatically for you. Unless you do some special tricks with it. Using the depth buffer to sort out fragments of opaque objects is...
  9. Demo: float x = 1.0/3.0; //x=0.333333... float...

    Demo:
    float x = 1.0/3.0; //x=0.333333...
    float y = x*3; //x=0.99999... != 1.0
    Unless you deal with integer numbers or numbers that could be represented as x/(2^n) you will have calculation errors.
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    Nice dream! :D This is a basic trivial thing,...

    Nice dream! :D
    This is a basic trivial thing, so just google it. Example:
    http://stackoverflow.com/questions/4294596/opengl-creating-my-own-camera/4295174#4295174
    Here is the general topic that...
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    Actually, this will work only if z values are...

    Actually, this will work only if z values are mapped from [0...1] range to [0...1] depth values directly, because in case of [-1...1] to [0...1] mapping the addition of 0.5 will kill the precision of...
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    Seems like you have just discovered that the...

    Seems like you have just discovered that the cameras in computer graphics have a far clipping plane against which all the geometry is clipped (not drawn). Check your projection matrix. Here are the...
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    The glPolygonOffset serves that purpose. You may...

    The glPolygonOffset serves that purpose. You may also manually increase the depth (z coordinate) slightly in your vertex or fragment shaders.
  14. Accessing rectangle textures with regular...

    Accessing rectangle textures with regular texture() function is almost the same as using texelFetch (coordinate-wise): if the tex size is 256x256 pixels, then the coordinates must be in range...
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    It can not be filtered since you are using...

    It can not be filtered since you are using texelFetch - double check everything. Maybe the image was rescaled before uploading, or the size of it and the framebuffer is different and the result...
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    Well, sounds like removing redundant far clipping...

    Well, sounds like removing redundant far clipping plane may benefit the rendering speed. :)
    Can you be more specific, please? I am interested. Isn't your solution the same as mine on the previous...
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    Interleaving all in one buffer is always better...

    Interleaving all in one buffer is always better because it causes sequential access to the memory which is good for caching.
    In most cases there might be no difference, or slight difference, but one...
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    Hm, I thought the compiler evaluates quantity of...

    Hm, I thought the compiler evaluates quantity of cycles for each branch and pad the fastest branch with no-ops to ensure that no matter which branch will be actually taken the total execution time...
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    kRogue, let's not try to estimate how much sand...

    kRogue, let's not try to estimate how much sand it will cost unless you are the one who actually writes machine codes for the GPU or the designer of those chips. Only the actual nVidia, AMD or ...
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    Na-ah, all clipping planes must be worked out,...

    Na-ah, all clipping planes must be worked out, because it doesn't matter which one will cause the clipper to insert new vertices calculating the Z for it in the wrong way. ;)
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    Don't worry, I realize why. But it doesn't...

    Don't worry, I realize why. But it doesn't matter on the final rasterization step for an invisible Z coordinate, especially after the clipping (and that is where the perspective division...
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    Yeah, sry! :) MirzaSe...

    Yeah, sry! :)
    MirzaSe, if those numbers are going directly to gl_Position without being multiplied by any matrices, then the vertical lines should be straight. But I believe you use some modelview...
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    Heh, I know what you are doing! :) Here is...

    Heh, I know what you are doing! :)

    Here is the better solution:



    const vec4 Corners[4] = {
    vec4(-1.0, -1.0, 0.0, 1.0),
    vec4( 1.0, -1.0, 0.0, 1.0),
    vec4( 1.0, 1.0, 0.0, 1.0),
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    Oh, sorry, it is a cubemap, my bad. :) I would...

    Oh, sorry, it is a cubemap, my bad. :)
    I would humbly recommend to fetch the texels directly - this way you will be sure which texel is referenced so you could handle all border conditions the way...
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    Did you tried to shake your monitor? Unless those...

    Did you tried to shake your monitor? Unless those specific numbers are cursed by an evil wizard, the information given is insufficient to find the problem. Reveal the mystery of your drawing...
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