Type: Posts; User: jeffb
>EnableClientState has been deprecated by OpenGL 3.0 and removed from OpenGL 3.1.
>If I use VertexAttribFormatNV and VertexAttribIFormatNV...
> could perhaps -1 as "size" (last) argument to BufferAddressRangeNV work
A GLsizeiptr is signed, but you could use INT_MAX.
> GetBufferParameterAddr, and have it expect a holder of...
Fitz, I sent you a private message with more info
Yes, it's supposed to be GetBufferParameterui64vNV (with a "u"), that's a typo.
Can you provide a repro app for the crash?
> the "sizeiptr length" parameter
D3D10 has some guarantees that accessing beyond the end of a buffer will not crash, this is providing something similar. If that's not useful to you, you can use...
> How does this extension interact with Map/Unmap usage patterns? I use map/unmap so I can update the VBO data in another thread. Will it still work?
Yes, MapBuffer (and MapBufferRange) will...
yes, it works for me.
Can you post more complete source, or a repro app?
ARRAY_BUFFER is a selector just like CLIENT_ACTIVE_TEXTURE. You should go with what the 3.0 spec says in this case.
When you do glBindVertexArray(vertexArrayName), that swaps out the whole VAO so rather than using elementBufferName you'll use whatever element_array_buffer was last bound to vertexArrayName...
To be clear, the ELEMENT_ARRAY_BUFFER binding *is* part of the VAO and the ARRAY_BUFFER binding *is not* part of the VAO.
Do note that this is already shipping on hardware that supports it.
> Shipping for GeForce GTX 280 & 260, June 16, 2008
I believe the problem with your example code (first post) is that you're not calling VertexAttribPointer after binding the VBO. Remember, VertexAttribPointer latches whatever is currently bound to...
Thanks 3B, I've reproduced the crash and will get it fixed for the next release.
overlay described a way to dump the PCI Base Address Registers on Linux, and the implication was that this:
> Region 1: Memory at c0000000 (64-bit, prefetchable) [size=256M]
means that it has...
Coincidentally, I found the same crash bug yesterday internally at NVIDIA. It'll be fixed in an upcoming release. I haven't been able to reproduce the crash at exit you mentioned. If you...
This isn't an accurate way to get the framebuffer size, the size of the BAR may not equal the size of the framebuffer. This is common with larger FBs.
Did you put a glFinish before you start your timer? If not, then you're timing more than you intend, and it now includes an additional 16x downsample.
you need to request the same number of samples for your depth buffer as for your color buffer. did you get a completeness error?
Andras, please try requesting 8 AlphaBits in your pixelformat.