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  1. Probably. In particular, (s + 1) should...

    Probably.

    In particular, (s + 1) should probably be (s + 1) % NumberOfSectors, so that the last vertex on each ring is connected to the first vertex on that ring, rather than to the first vertex...
  2. It implies that the function which "extracts" the...

    It implies that the function which "extracts" the angles from a matrix does so assuming that order.

    If you used a different order, you'd need a different extraction function.
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    Unfortunately, "hello world" programs aren't the...

    Unfortunately, "hello world" programs aren't the priority. As software becomes more complex, the overhead of the "boilerplate" becomes proportionally less significant.


    While the compatibility...
  4. Replace min() with something else, e.g. ...

    Replace min() with something else, e.g.


    dist = min(min(distVerticalLine, distHorizontalLine), distVerticalLine*distHorizontalLine/radius);
  5. . Poor-man's compute shader: 1. Create two...

    .
    Poor-man's compute shader:

    1. Create two textures of the same size and format, large enough to hold all of your data.
    2. Upload your data into one texture, and bind it to a texture unit (with...
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    The 945 only supports OpenGL 1.4. IIRC, the 965...

    The 945 only supports OpenGL 1.4. IIRC, the 965 (X3100) was the first Intel chip to support 2.0.
  7. If you don't know, we certainly don't. Which...

    If you don't know, we certainly don't.

    Which system are you trying to generate an executable for? Android? It's some form of ARM-based system (that much is obvious from the fact that the C++...
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    You're aware that RGBA32UI is 32 bits per...

    You're aware that RGBA32UI is 32 bits per component, so 128 bits (16 bytes) per pixel, right? I've seen people assume that it meant 32 bits per pixel.



    This should work. You could also try...
  9. You use the index array which you generate at the...

    You use the index array which you generate at the same time as the vertex positions.


    This generates a cylindrical mesh of (rings-1)*sectors quads.

    The indices can be generated as:


    int...
  10. Hang on a minute ... Are you trying to...

    Hang on a minute ...

    Are you trying to cross-compile an OpenGL program?

    If so, you need to either cross-compile all of the libraries which it uses, or install pre-compiled versions for the...
  11. One option would be to use buffer variables with...

    One option would be to use buffer variables with the atomicMin() and atomicMax() functions.

    Another option would be to use a compute shader (or the poor-man's compute shader: a fragment shader...
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    1. Store the data as a 2D array and render it as...

    1. Store the data as a 2D array and render it as a texture, not as individual points.

    2. If you're rendering many primitives, use vertex arrays (glDrawArrays etc) rather than glBegin/glEnd. Modern...
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    The output buffer(s) must be distinct from any...

    The output buffer(s) must be distinct from any input buffers; you can't modify vertices in-place. There's no reason why you couldn't use triple-buffering, although I can't think of any situation...
  14. Blending alone won't work, as it can't tell the...

    Blending alone won't work, as it can't tell the difference between what is the "background" and what is the "overlapping shapes".

    You can use the stencil buffer to keep track of which parts have...
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    You don't. If you want to use shaders, use OpenGL...

    You don't. If you want to use shaders, use OpenGL for rendering, instead of SDL.

    If you just want to perform post-processing on a rendered scene, you can use SDL to render into an SDL_Texture,...
  16. OpenGL uses column-major order by default (the...

    OpenGL uses column-major order by default (the "transpose" versions of functions use row-major order). OpenCV uses row-major order by default, but can use column-major order (the stride or step for...
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    No; there are 801 edges "around" 800 pixels....

    No; there are 801 edges "around" 800 pixels. There is an edge before the first pixel, after the last pixel, and between each pair of adjacent pixels.


    You're conflating coordinates with...
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    One option is to create a 21x11 grid of blocks...

    One option is to create a 21x11 grid of blocks (i.e. large enough to fill the screen regardless of the alignment of the block grid relative to the screen) consisting of constant data, and draw it...
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    No, the coordinates go from 0 to 800, 800 being...

    No, the coordinates go from 0 to 800, 800 being the right-hand edge of the right-most pixel. 799 would be the left-hand edge of the right-most pixel, which is one pixel in from the right-hand edge of...
  20. To minimise the number of draw calls, you want to...

    To minimise the number of draw calls, you want to be able to use multiple materials within a single mesh. Make the material ID a "flat" vertex attribute, with material properties stored in an array...
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    Another option is to create a grid which which...

    Another option is to create a grid which which just covers the screen regardless of alignment (so e.g. if you were using 16x16 tiles with a 640x400 screen, the grid would be 41x26 tiles) and set all...
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    How many matrices are you going to multiply in...

    How many matrices are you going to multiply in order to get the final result which is passed to the shader? As a rough guide, assume that each matrix multiply will cost you two bits of precision.
    ...
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    Do you want to render the intersection or...

    Do you want to render the intersection or difference between two volumes, or calculate it? If it's the former, you can use the stencil buffer (that's what it's for). If it's the latter, then you're...
  24. In both cases, the last parameter should be...

    In both cases, the last parameter should be FRAME_HEIGHT/2. The parameters are x,y,width,height, not left,bottom,right,top.
  25. One possibility: Pass the viewport parameters...

    One possibility:

    Pass the viewport parameters as a uniform. Have the vertex shader calculate the window-space coordinates of the vertex as an output (with the "noperspective" qualifier). For a...
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