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Type: Posts; User: wimmla

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    Answering myself. Just found out that "A WebGL...

    Answering myself.
    Just found out that "A WebGL implementation must only accept shaders which conform to The OpenGL ES Shading Language, Version 1.00".
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    Thanks for the answer. I thought that the SL...

    Thanks for the answer. I thought that the SL language is being specified in the shader.
    Still confused.
    According to Khronos OpenGL ES 1.1 does exist (http://www.khronos.org/opengles/1_X/).
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    GLSL version confusion

    Hi,
    Ubuntu 13.4 64bits
    Intel Mobile GM965/GL960 Integrated Graphics Controller
    My glxinfo gives:
    OpenGL vendor string: Intel Open Source Technology Center
    OpenGL renderer string: Mesa DRI...
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    Re: hidden surface removal does not work

    Thanks guys!
    I did the glGetIntegerv GL_DEPTH_BITS test at the end of the initGL function, result was 0.
    Then I did the same test in the draw function, just after
    wxPaintDC PaintDc(this);...
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    Re: hidden surface removal does not work

    Thanks. Solid cube renders also quite messy.
    My assumption is that the depth buffer is set via wxWidgets:
    int attribList[] = {WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0};// also tried...
  6. Re: glNormalPointer glDrawElements, tables structure

    If I understand your question well.
    One normal per vertex is best (enables nicest viewing).
    See http://www.lighthouse3d.com/opengl/terrain/index.php3?normals for an excellent explanation.
    r
    Wim
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    hidden surface removal does not work

    Hi,
    After one day of googling to solve this problem still no solution.
    I stripped down my app to concentrate on the problem.
    There is no real depth, that is when rotating the red triangle stays in...
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