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Type: Posts; User: Smokey

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    Re: Problematic 270.61 driver

    All of the newer drivers (270+) I've tested locally appear to have rather broken OpenGL implementations - so just confirming for you!

    I think the biggest issue I've encountered are OpenGL contexts...
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    Re: pbuffers & multiple threads

    Yup, but we already had a 1.5 code base - it was easier for us to add 'optional' support for some 2.1 features (PBOs) to the 1.5 renderer without changing anything else - than it was to write a 2.1...
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    Re: pbuffers & multiple threads

    ah-ha!

    I've finally figured it out. CUDA seems to be leaving the OpenGL state some what mangled after locking/unlocking a PBO for use by CUDA.

    The reason my vertex-pointer (glDrawArrays) code...
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    Re: pbuffers & multiple threads

    All this time, it appears my original pbuffer code was flawless.

    <s>This actually appears to be a problem with another library I'm using, which is giving me completely bogus camera transformation...
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    Re: pbuffers & multiple threads

    Okay, I managed to get GLIntercept working.

    With their full debugging configuration, GLIntercept reports no errors on anything other than the OpenGL calls it's doing internally to double check...
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    Re: pbuffers & multiple threads

    That works for me too, in Windows XP - not Vista however.
    Also technically, while nVidia's driver clearly isn't complying with Win32 standards on device contexts, Win32 API documentation clearly...
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    Re: pbuffers & multiple threads

    How (and why) are you releasing your Pbuffer's DC?
    [/QUOTE]

    wglReleasePbufferDC, and because DCs are thread-specific, so if I need to use the pbuffer in another thread, I have to release the...
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    Re: pbuffers & multiple threads

    I managed to refine the issue down to one fact:

    After releasing my pbuffer's DC, I can't get it back again (PGetBufferDC always returns null after releasing the original, no matter what I try).
    ...
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    pbuffers & multiple threads

    Hey all,

    In one of the products I develop at work, we're using pbuffers for RTT functionality (and keeping OpenGL requirements minimal).

    I've had this pbuffer code working quite well for months...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I can understand (and I must admit, at first - I even shared) the frustration and infuriation everyone is feeling. But I seriously suggest you look at things carefully, and realistically.

    OpenGL...
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    Re: OpenGL 3 Updates

    1) It doesn't assume the reason for the delay is competative differences, it actually assumes they can put aside technical differences if anything.

    2) They wouldn't have to 'force' anyone to use...
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    Re: OpenGL 3 Updates

    Yes, it was offering these - or 'is'...

    I doubt something will emerge though, but ideally if nVidia/AMD/Intel could put their differences aside and develop an API for their cards, they would have...
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    Re: OpenGL 3 Updates

    *sighs*

    I've been relatively patient - I've waited many many many months, without complaining too much.

    Now seriously, lack of progress, lack of information, lack of support to the community,...
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    Re: OpenGL 3.0 Specification ?

    Sadly there hasn't even been a single murmur on when the draft spec will be released, let alone the mysterious final spec... I can only hope they're not fumbling the ball for IHVs - I'd be very VERY...
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    Re: OpenGL 3 announced

    I may have missed this, or it may be blazingly obvious and I've just overlooked it...

    But the transformation stack that OpenGL implements, is this considered a legacy feature, and will it be...
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    Re: CPP compiler stupid question

    I'm not entirely sure what you're asking...

    But Anjunta is just an IDE, the compiler it uses should be able to compile anything (I'll assume you're using gcc or icc, so you're fine on that front)....
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    Re: multiple apps accessing same resources

    hmm, I was under the impression you 'could' use wglShareLists to share resources inter-process...

    In that case you're going to have to use a single context amoung all the processes, and some kind...
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    Re: multiple apps accessing same resources

    glxCreateContext / wglShareLists does exactly what you need.

    Have a master rendering context (which loads and keeps all your shared resources), and create your own context for all your other apps,...
  19. Re: ATi and nVidia working together to make OpenGL 3.0

    I think the move to The Khronos group taking over OpenGL specification is by the the best move I've seen made in years. Once this technicallity is official, I believe we'll start to see a far more...
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    ARB meeting notes

    Hey, just recently been reading over the DirectX 10 features, and doing so made it obviously clear that OpenGL in it's current form, really wont be able to compete against DirectX in the consumer...
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    Re: PBuffers and glReadPixels

    Okay, i've resolved the issue completely, and it had nothing to do with pixel buffers. The problem is with glReadPixels and glDrawPixels, one or both are not working properly, both my code and...
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    Re: PBuffers and glReadPixels

    Sorry for the late reply (WoW has been ... stealing my life :p )

    Rendering using a fragment shader doesnt change anything, still the same output.

    EDIT:
    Okay, mysteriously after 10 days of...
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    Re: PBuffers and glReadPixels

    Let me quickly update, i'm sorry I didnt say this earlier, normal 32bit RGBA pbuffers work perfectly, however it's floating point PBuffers that are giving me troubles...
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    Re: PBuffers and glReadPixels

    Alright, I also forgot to mention that it's a floating point PBuffer using GLX_FLOAT_COMPONENTS_NV... now as i said before i can create it and bind it perfectly, however when i draw to it, then read...
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    Re: PBuffers and glReadPixels

    Oh, I should also note that the PBuffer i successfully create is a preserved PBuffer... so technically i should not have to lock X...
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