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Type: Posts; User: dukey

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    Pointer alignment

    I am sending some opengl commands over a network. Anyway when I unpack them from memory the pointers to the start of chunks of memory might not be DWORD aligned.

    For functions like...
  2. Draw pixels is generally pretty slow. Just create...

    Draw pixels is generally pretty slow. Just create a texture with the text on it. You can do this from the swap buffers function. Give it a random texture ID, instead of using an auto generated one....
  3. perhaps quad buffer only works in fullscreen mode...

    perhaps quad buffer only works in fullscreen mode ..
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    wglSwapMultipleBuffers

    I just found this function in the header files.
    Why is it undocumented ? Does it work ? I assume it works like nvidia swap groups
    anyone tried this thing ?
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    Just render the scene twice. It's the easiest way.

    Just render the scene twice. It's the easiest way.
  6. Thread: GLdouble

    by dukey
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    GLdouble

    Does anything in opengl work with double precision ?
    Ie if you load a matrix using glLoadMatrixd

    would it just internally be converted to a float matrix instead of double ?
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    I would assume depthrange would only work between...

    I would assume depthrange would only work between the values of 0 - 1
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    The reason people use typedefs is if you compile...

    The reason people use typedefs is if you compile your code on other platforms. For example int on 64bit platform could be 64bit. Instead of changing every instance of int in your code to a 32bit...
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    change to this should work .

    change to



    this should work .
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    glOrtho...

    glOrtho
    http://msdn.microsoft.com/en-gb/library/windows/desktop/dd373965%28v=vs.85%29.aspx
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    This function sets the near and far clipping...

    This function sets the near and far clipping planes -1 and 1.

    So your values of
    (y+8 )*-1);
    are draw outside the viewing frustum
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    maybe you want GL_LINE_STRIP

    maybe you want
    GL_LINE_STRIP
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    glDrawBuffer(GL_FRONT); // draw some stuff ...

    glDrawBuffer(GL_FRONT);

    // draw some stuff

    glFlush();

    glDrawBuffer(GL_BACK);
  14. if they map to the same z range, and depth...

    if they map to the same z range, and depth testing is enabled they will intersect
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    actually in the good ol' days people simply did...

    actually in the good ol' days people simply did the rubber banding on the front buffer. No need for the copy to back buffer, and then another buffer swap. It was easy to undo as well as you just draw...
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    you can continue to use display lists forever if...

    you can continue to use display lists forever if you are just using opengl 1-2
  17. You are seeing polygon gaps, which this is...

    You are seeing polygon gaps, which this is happening is a mystery.
  18. debugging shaders is hard I've done the old,...

    debugging shaders is hard
    I've done the old, debug to colour output. But when that's clamped to 0-1 can make it hard.
  19. For whatever reason lines produce (slightly)...

    For whatever reason lines produce (slightly) different depth values compared to polys, so you will see problems like this. Maybe rendering lines as polys instead of GL_LINES would work better....
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    my guess is you are writing to an RGBA output...

    my guess is you are writing to an RGBA output format, or you have the output size wrong somehow. The shifting like that makes me think you are reading 4 instead of 3 pixels.
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    I am not even sure how it would work in software...

    I am not even sure how it would work in software mode. How would you know which buffer you are starting to draw to, the left or right if it's simply done on timing. Surely you'd need some hardware...
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    quad buffer is a special pixel format used when...

    quad buffer is a special pixel format used when you create a window. It gives 2 buffers to draw to. It's nothing to do with 120hz etc. Historically, only high end quadro cards supported quad buffer.
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    err Normal groups are very useful. Say if you...

    err
    Normal groups are very useful. Say if you render a cube you don't want to normals to be smoothed on the shared vertices for example. You would want it to look like flat shading and so have 6...
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    In windows vista+ since the desktop is rendered...

    In windows vista+ since the desktop is rendered through d3d, you do get an aditional copy. But with direct3d9ex there is a way to render more efficiently. Basically it passes a pointer to the surface...
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    if you are short on video memory you might find...

    if you are short on video memory you might find that textures will swap in and out of main mem
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