If you're rendering to the main window backbuffer, you need to be confident that your window is always going to be topmost. If a part of the window is covered by something else, rendering to that...
Type: Posts; User: MikeC
If you're rendering to the main window backbuffer, you need to be confident that your window is always going to be topmost. If a part of the window is covered by something else, rendering to that...
I'm somewhat hopeful. The new CopyBuffer API in 3.1 is touted as a way to share data efficiently between GL and CL, and I can't really see anyone except Apple caring enough about that to push it...
Is there a reliable way for an app to determine at runtime that it's overcommitted? I don't remember one, but it's a long time since I did much of anything with OGL.
I dunno about that. One of the more subtle consequences of D3D having no extension mechanism is that Microsoft get to play gatekeeper for anything the IHVs come up with. If FooCorp implements whizzy...
OpenGL ES 2 supports offline shader compilation, but they're looking at different tradeoffs; hardware is more likely to be a) fixed and b) a crappy platform to compile on.
Don't know whether that...
gcc's __thread is definitely not ANSI/ISO C++; it's a gcc extension, and even gcc doesn't support it for all targets. (If nothing else the clue's in the name; any identifier containing a...
The linked-list-per-pixel approach was used in REYES in the mid-1980s - try Googling for REYES "A-Buffer". That was software rather than hardware, of course.
I was just hoping there was someway to load the data into the graphics board and somehow change the viewpoint and the window size on what is displayed without reloading and scaling the data each...
The conceptual problem I have is with where the
data is stored and where it goes after the matrix
math is applied.
Depends how you're drawing it. If you're just using immediate mode...
Korval, you know that, and I know that, but to beginners it's not obvious a) that they should, b) why they should or c) why there's a choice of umpteen different extension libs for a standardized...
I may be putting words in their mouth - it was a brief conversation - but I think they expected to be able to just #include a .h, link to a .lib and have up-to-date API features available out of the...
I'm all for it even if it is at the expense of the programmers. Convenience can be layered on top, either by the programmer or through utility libs. Driver bugfixes, by and large, can't.
Two...
Maybe because embedded systems tend to be less-than-ideal platforms to run compilers on? Don't know, just guessing.
Interesting. I hadn't heard that.
I haven't been paying much attention to OpenGL-ES, but if backward-compatibility cruft is becoming the hindrance that several posts in this thread seem to...
Don't know, but I vaguely imagine the spec stabilizing in a year or two's time around version 2.1 or 2.2, once render-to-texture and other such vital missing bits are in. Hopefully this will also be...
Render the TV camera view to a viewport with power-of-two dimensions, grab the contents of that viewport into a texture with glCopyTexSubImage2d, switch back to a full-screen viewport, render scene...
No, only one texture per glBegin/glEnd pair. (Unless you're using multitexturing, but I don't think that's what you're asking for.)
glOrtho, like all the matrix functions, multiplies the current matrix - in this case, by an orthographic projection matrix. You're currently multiplying two such matrices together. You probably want...
What he said, unless you already have that with your texture setup code. Also:
- I've been unimpressed by most code from books; it tends to make far too many undocumented assumptions about the...
Actually, I wasn't thinking about the extra data. I was thinking about the case where you have a big bunch of geometry art assets and want to switch between a bleeding-edge GL2.x renderer (with "fpo...
Very much so; in its original context, it's an exclamation of impressed awe. (Terribly offtopic, btw, but if anyone hasn't seen Firefly yet they're missing out. Partly because it has some...
Shun-SHENG duh gao-WAHN...
Actually... you could probably get a decent "glow" using a 3D texture for the additive-unlit pass. But texture memory requirements for any but the most localized effects would be prohibitive.
What you call a "luminosity channel" is already straightforward to do, even in unextended OpenGL 1.1. It's just an alpha or luminance texture drawn as a second pass with lighting disabled, EQUAL...
Oh, years and years ago. Around '96 I think. I was only there for about six months. And I missed the Oktoberfest by 2 weeks, dammit.
Fantastic place, though.