6M per sec is horribly slow for a 5900.
I guess you're sending them through immediate mode, isn't it ? Either that or your application is using many CPU resources, which means that you're CPU-bound,...
Type: Posts; User: vincoof
6M per sec is horribly slow for a 5900.
I guess you're sending them through immediate mode, isn't it ? Either that or your application is using many CPU resources, which means that you're CPU-bound,...
I'm not telling everyone should be happy about the prefix issue. At some time, I also have been worried about that too. I'm just explaining that when the spec came out, back in 1992, there was no...
From the spec : So, you need to setup a corresponding color operation just before your alpha's DOT3 operation.
But PBO does.
You can do that with vertex programs, thanks to vertex attribute arrays. The only problem is that you have to write the corresponding vertex program for every case (lighting, texturing, fog, etc).
If the focus is on the web search engine, then they should simply include an "OpenGL" option which prefixes automatically everything you're trying to search, or remove the prefix automatically. In...
It's explained in the introduction of specification.
<p lang="fr">
En fait c'est simple, à la base c'est pour ne pas répéter inutilement un préfixe qui nuirait à la lisibilité du document. Il...
GL_EXT_framebuffer_object
Are you sure your buffer uses an alpha channel ?
please call glGetInteger with GL_ALPHA_BITS.
It's not that easy. You know you're missing a frame only when you missed it, that is when it's too late. Not to mention the difficulty to detect such loss.
The point being, only a component very...
If glBindBufferARB(ELEMENT_ARRAY_BUFFER_ARB, 0) fixes the crash, this probably means you've got some pointer out of bounds when rendering your triangles.
Please try this :
http://www.ati.com/developer/R8500PointlightShader.html
(full source code included)
Fog alpha doesn't matter.
The specification explicitly states that the fog stage doesn't change the alpha value, so if you call glColor(r,g,b,0) you will always get alpha=zero no matter the alpha...
printf("Supported extensions : %s\n", glGetString(GL_EXTENSIONS));
(edited: I'm late!)
Have you downloaded ATi's fragment shader example program ? This one should work, otherwise this means...
So, if sum up correctly :
1- you build the terrain with glBufferData
2- now you fly over it with high performance for quite some time (few seconds at least)
3- at some point you update your...
Mapping 1.0 == 1 pixel has no real meaning in 3D since the depth is not a dimension in pixel buffers. It would make sense in voxel rendering, but this is absolutely not the goal of OpenGL.
Anyway,...
AGP speed shouldn't really matter WRT performance if vertices are stored on the GPU side. It will matter only while uploading, which is performed once. Then if arrays are big enough you won't make...
15,000,000 vertices per seconds sounds good for a GeForceFX 5200.
Is texturing enabled ? lighting ? fog ? vertex colors (do you call glColor per vertex) ?
4. Draw you cloud plane again in pre-processing stage.
That is, your first render your clouds with the near clipping plane at the far of your traditional scene.
Say your scene has a near plane of...
[B] Yup, except if imposters can overlap on screen, that's the best thing to do. And even if they overlap 2D-wise, if they don't intersect depth-wise you simply have to sort imposters by depth and...
Does your program even link and compile under linux when you call wglGetProcAddress ?!
Yes you have to use glXGetProcAddressARB (with upper-case X). It works essentially like wglGetProcAddress,...
First, make a program with traditional vertex arrays.
Then, use the specification to port traditional VA to VBO thanks to the example of the end of the document.
Linux or not doesn't make any...
There are mainly three solutions (well, almost) :
1- set a constraint to your near/far clipping plane. If the whole Earth is in your viewing frustum chances are you're looking from thousands of...
You're talking about another problem : precision issues when visualizing data from arbitrary position over a large world, typically the whole Earth.
This topic was rather into depth buffer...
This card has very bad OpenGL drivers. I'm not surprised at all it doesn't work under linux. I would even be surprised if it worked under Windows.