Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: bug343

Search: Search took 0.00 seconds.

  1. glsl headers for compute shader convenience

    I was wondering if GLSL has functionality for header files. This comes in handy for the compute shader where one may use routines over and over again, such as some image processing functions. I have...
  2. Replies
    1
    Views
    432

    Understanding the concept of vertex arrays

    From what I understand, the array in vertex array (object) refers to the array of different attributes (inputs/uniform) that are entries for vertes data into the vertex shader. So if my vertex shader...
  3. Replies
    3
    Views
    577

    Thank you for the clear answer with a good example

    Thank you for the clear answer with a good example
  4. Replies
    3
    Views
    577

    Vertex Array Object Question

    I am learning OpenGL and the concept of VAO's are confusing me. What I know about them is that VAO's are there to allow you to use a single identifier to refer to multiple buffers that conceptually...
  5. Replies
    11
    Views
    1,908

    My apologies. Seeing this, perhaps it would be...

    My apologies. Seeing this, perhaps it would be nice to have a section where such things can be commented on (wiki, etc....)......
  6. Thread: Texture

    by bug343
    Replies
    3
    Views
    589

    To understand this stuff you need to a proper...

    To understand this stuff you need to a proper tutorial. If you want to truly understand these concepts, you will be let down by what tutorials you can find with google. Do yourself a favor and buy...
  7. Replies
    11
    Views
    1,908

    Suggestions for the next release of OpenGL

    My suggestion would be to revamp the site and make it look at little bit more up to date and professional. Update the wiki, rid it of the grammar mistakes and have official Khronos approved examples...
  8. Computer architecture perspective of GLSL run time compilation of shader sources

    I am trying to understand (I am a math major so forgive me) from a computer architecture perspective why it is that the newer OpenGL movements compile shader sources at run time. What is the...
  9. Why does one need to wrangle extensions for the opengl functions?

    Hi. Beginner here. I do not understand why one has to wrangle extensions for opengl functions like glDisable etc... on windows and linux platforms (I think mac is an exception). If you are building a...
  10. Replies
    4
    Views
    832

    Thankyou for the replies

    Thankyou for the replies
  11. Compute shader usage without opening a window

    Is it possible to use the compute shader without creating a window when using GLUT and GLEW? My understanding is you have to create a window using GLUT and only then can you initialize GLEW.
  12. Compute shader usage without opening a window

    Is it possible to use the compute shader without creating a window when using GLUT and GLEW? My understanding is you have to create a window using GLUT and only then can you initialize GLEW.
  13. Replies
    4
    Views
    832

    glGetError returns 0 when called before that...

    glGetError returns 0 when called before that snippet. The terminal does not respond so I cannot see what glGetError returns.

    But, the following seems to work:



    GLfloat vertices[9];...
  14. Replies
    6
    Views
    2,867

    The GLMath (glm) libraries have functions to...

    The GLMath (glm) libraries have functions to generate a rotation transformation matrix. These functions have been written by many people for generations of OpenGL releases and the common math...
  15. Replies
    0
    Views
    463

    OpenGL red book 4.3 or SuperBIble 4.3?

    Which book do you recommend for a beginner? I heard from another friend who is a beginner that the red book 4.3 does not do a fine job of explaining VAO usage. It is limited to the introductory...
  16. Replies
    4
    Views
    832

    problem with glBufferData

    I am writing a hello world that draws a simple triangle and trying out VAO.





    GLuint vbo;
    GLuint vao;

    .....
  17. performance considerations for branching in shaders

    Is it a good practice to avoid branching statements (if else switch) in shaders? Shaders are generally optimized for high throughput on data parallel workloads. I have read several OpenGL books and...
Results 1 to 17 of 17