That's interesting, I'm thinking for the course for my co-workers to do pretty much the exact opposite direction; FS -> VS -> uniform setups -> VBO + vertex attributes -> FBO
I'll see how it goes.
Type: Posts; User: RickA
That's interesting, I'm thinking for the course for my co-workers to do pretty much the exact opposite direction; FS -> VS -> uniform setups -> VBO + vertex attributes -> FBO
I'll see how it goes.
I'm glad to hear I'm not the only one who has thought of starting with shaders.
I actually agree with you on this, if you have control over the entire curriculum. In my case this is just an...
I'm about to start teaching 3D graphics to some co-workers soon (post university level) and I've decided to go with WebGL (which is equal to OpenGL ES 2.0). That'll work cross-platform, no compiling...
Have you tested this yourself, or did you read it somewhere?
I need the interprocess communication in any case, and I've already tested that. Your suggestion was indeed my other option, but I'd...
Thanks for your reply. I'm doing a little bit of research into creating a debugging aid for OpenGL. As such, the second thread/process is actually an entirely different program. The debugged program...
I'm attempting to share a single OpenGL 3.x context across multiple processes. I use the new wglCreateContextARB function and pass in the existing context. It then returns a handle which has the same...
I gave that setting a go, and only setting it to 'disabled' fixes the issue. OpenGL conformant still shows the border, while the spec says it shouldn't.
I think I found a bug in the OpenGL3 drivers by nVidia. CLAMP_TO_EDGE doesn't seem to work. I made a test program which you can get from here It's what I'm messing about in my spare time using image...
Glad I could help :D
I've not notified them yet as I haven't spent time testing around the area to see exactly was going on, so I'd recommend you do so. You seem to have a better grasp of the...
I've had problems with my texturing also (basic, not array) with the FCB set but seem to have resolved it. Have you tried not using GL_BGRA, but rather GL_RGBA for the format argument? I'm pretty...
I think there's a small error in the glspec31.20090324.pdf document regarding the Uniform Buffer Objects. On page 50, near the bottom it says:
I imagine this is supposed to be
I've been working on a System Identification library for a while, and although progress is slow, it currently abstracts the required calls on Windows (XP), and allows you to get this info easily....
As a fallback path for my app, I'm attempting to implement colored per-pixel lighting using the env_dot3 extension and texture combiners. I have the basic full-white env_dot3 working with three...
As Komat mentioned, I had that problem a few weeks ago. I was not binding anything to 0, thus causing the program to render incorrectly on ATI cards.
On those cards you need to specify before...
No ATI cards support PBOs.
I don't quite follow this? Isn't it as simple as scanning the vertex shader for use of gl_Vertex? If there's no reference to gl_Vertex, then anything sent to the GPU with glVertexPointer won't be...
Does this also mean I should do the glVertexAttribPointer for whatever attribute is at location 0 last?
After checking the code on nVidia hardware, it seems that on that hardware color is assigned location 1, and pos is assigned location 0. Thereby satisfying the 'upload data to location 0'...
I'm trying to create a renderer using only the generic vertex attribute submission functions and GLSL. By all accounts this should be possible.
However, I've run into problems on Ati cards. First...