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Type: Posts; User: Relic

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  1. Replies
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    Re: why can't get pixel depth from proE model window

    Last time I looked at Pro/ENGINEER it used a launcher to start the actual program. Means if you only got a simple log in the interceptor that was probably from the launcher and the actual process...
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    Re: Find the minimun depth value

    You cannot simply write to arbitrary pixel locations, means you would have to render this one pixel only and iterate over the whole texture which is most likely failing when exceeding the allowed...
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    Re: resetting openGL state

    Sounds more like a driver bug when ALL_ATTRIB_BITS is not restoring the color which is pushed with CURRENT_BITS.
    What OpenGL implementation are you running? (graphics board, driver version)

    If...
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    Re: multiple stencils ?

    glClear gets a bitmask. You can choose to clear only color and/or depth and keep your stencil buffer intact as long as you want.
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    Re: problem compiling shader

    Your initial fragment shader throws an error that you need to add "#extension GL_ARB_texture_rectangle : enable" to the code.
    Once added after the #version line, the shader compiled without issues...
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    Re: max 3d texture size & texture mem

    Which is not the whole truth, because AGP and PCI-Express boards also have additional GPU accessible memory available.
    On the old AGP boards that what you set inside the system BIOS with AGP...
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    Re: Bezier surface glEvalMesh2 question

    That should be as simple as reading the manual for glMap2f(). ;-)
    Same procedure as your glMap2d( GL_MAP2_VERTEX_3, ..... ); and glEnable( GL_MAP2_VERTEX_3 ); calls.
    Just add another glMap2f() call...
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    Re: why my vertex shader is killing the framerate

    >>glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, GL_RGBA32F_ARB, GL_UNSIGNED_BYTE, imageData);<<

    This didn't work because your user data format is invalid.
    glGetError() would have told...
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    Re: GLSL PointSprites different sizes

    These attenuation coefficients are for constant, linear and quadratic attenuation with respect to the distance to the viewer which is as the origin (0,0,0) in eye-space in that formula. (The...
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    Re: GLSL PointSprites different sizes

    In standard OpenGL that's done with GL_EXT_point_parameters, like this (look into GL_EXT_point_parameters):

    float att[3] = {0.0f, 1.0f, 0.0f};
    glPointParameterfEXT(GL_POINT_SIZE_MIN, 1.0f);...
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    Re: Wrapping around a cylindrical surface.

    Yes, I know or I had answered differently. Just imagine how it looks from the inside. Uhm, full of electronic equipment (see below). ;)
    [quote] I guess there would be a ring of projectors on the...
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    Re: Wrapping around a cylindrical surface.

    "If you're not using projectors but some sort of actual cylindrical display device, I think you're in for a world of trouble, since the display can show only a single view for all the observers,...
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    Re: texture border = black mipmaps

    Huh? And how do you generate the texture levels >0 which all require border texels as well?
    That is, if your LOD 0 is 4x4 without borders you download (4+2)^2 for that with borders, then (2+2)^2,...
  14. Thread: Nurbs problem

    by Relic
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    988

    Re: Nurbs problem

    Dude, you cannot take the image sizes as s- and t-order for surface interpolation!
    That would mean a polynome of order 397 in your case.
    That's way beyond any floating point precision and there...
  15. Re: Drawing objects that are not visible strippled.

    Simple method:
    First draw the box with depth buffering, then draw the solid lines with depth testing, only the ones in front or beside the box are rendered.
    Now disable depth testing and enable...
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    Re: Code loads one image but not another

    There are not enough informations to continue guessing here.
    You said so obviously there is a difference between the two images. "MrSID image, supported by LizardTech" is meaningless here.
    Simply...
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    Re: Code loads one image but not another

    glPixelStore unpack_alignment is 4 bytes per default.
    This will not work for odd sizes and GL_RGB types and is one of the most frequent mistakes apps have with small mipmaps of GL_RGB data (that is...
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    Re: rendering artefact

    Well, GL_FLOAT should not be there if you used RGBA8.
    [/QUOTE]
    User data format doesn't matter if the user pointer is NULL and there is no PBO bound. He just created an empty texture object of the...
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    Re: Intel X3100 Graphic cards and OpenGL

    That sounds like an older driver on the laptop(?).
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    Re: Cubemap depth FBOs?

    Some things you could try:
    - Unbind the texture before attaching it to the framebuffer!
    - Do not use GL_LINEAR as filter, but GL_NEAREST.
    - Nitpick: The correct parameter to glDrawBuffer and...
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    Re: Using OpenGL for calculation only

    Do you have an OpenGL context current while doing the gl-calls?
  22. Thread: OpenGL and Vista

    by Relic
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    Re: OpenGL and Vista

    OpenGL rendering functionality itself is working under Vista. (Though I wouldn't count on any other implementation than NVIDIA or AMD/ATI.)
    The major obstacle for applications is Vista's...
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    Re: Cubemap depth FBOs?

    I don't know that language you're using but the "Case GL_FRAMEBUFFER_COMPLETE_EXT" without an "End" looks like a fallthrough to "Case GL_FRAMEBUFFER_UNSUPPORTED_EXT". :confused:

    What hardware is...
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    Re: SLI OpenGL programming

    Download the NVIDIA GPU Programming Guide 2.5.0 from here
    http://developer.nvidia.com/object/gpu_programming_guide.html
    and read the SLI chapter 8.
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    Re: Cubemap to Fisheye

    You do something else you didn't say or you do something wrong. There are not enough informations to tell.
    This simply should work if the cubemap data is matching at the borders, your upload routine...
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