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Type: Posts; User: mhagain

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    Use of GL_EXTENSIONS as a parameter to...

    Use of GL_EXTENSIONS as a parameter to glGetString is deprecated. In other words:



    glGetString is not deprecated...
    ...but GL_EXTENSIONS is no longer a valid parameter.


    Please see the...
  2. Can you double-check that you've initialized GLEW...

    Can you double-check that you've initialized GLEW after you've created the context? Apologies if this seems obvious to you, but it is a common error. Also - are you checking the return value from...
  3. ...and it's no good unless it's implemented in...

    ...and it's no good unless it's implemented in hardware. Otherwise you may as well just write the function in the OP and use that instead.
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    Are you clearing both the color and depth...

    Are you clearing both the color and depth buffers, or just the depth buffer? If the latter, there are some specific reasons why a clear may fail (one of them is that GL didn't give you a depth...
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    This is extremely unlikely to be your bottleneck...

    This is extremely unlikely to be your bottleneck because you're using a VBO, which should therefore be storing your vertex data on the GPU itself. In other words: with a VBO there should be no...
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    You're not using glBufferData though, you're...

    You're not using glBufferData though, you're using glBufferDataARB, which was the old extension version defined in GL_ARB_vertex_buffer_object. OpenGL doesn't actually have a contract with you that...
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    This, basically. Wanting to run on "all...

    This, basically.

    Wanting to run on "all hardware" is, IMO, a completely unrealistic objective.
  8. What you're better off doing is asking for the...

    What you're better off doing is asking for the make and model of the GPU installed in the PC, then cross-reference that with the OpenGL version that supports, using information from the GPU vendor's...
  9. OK, there are two steps here and I'd advise that...

    OK, there are two steps here and I'd advise that it will go a LOT easier for you if you take them one at a time rather than trying to do both at the same time.

    First step is to move away from...
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    "Hang 'em all and let God sort 'em out". In...

    "Hang 'em all and let God sort 'em out".

    In this case "hang 'em all" = "run it anyway", and "God" = "the GPU". Thinking about "how will I do this on the CPU?" is the wrong kind of thinking; the...
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    You don't install OpenGL because OpenGL is not...

    You don't install OpenGL because OpenGL is not software.

    Instead you must install the drivers for your video card.
  12. glTexSubImage2D can be fast, but you need to set...

    glTexSubImage2D can be fast, but you need to set up your texture carefully because some combinations of parameters are less than optimal.

    It's commonly seen that people choose GL_RGB for the...
  13. The terminology is a little confusing, yes. ...

    The terminology is a little confusing, yes.

    Let's say that you have a vertex buffer, with maybe 1mb (or whatever, the size isn't important for this explanation) worth of vertex data in it. This...
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    You don't actually need glDrawElementsBaseVertex...

    You don't actually need glDrawElementsBaseVertex for this at all.

    Your indices are going to be the same for each frame anyway, so your index buffer just needs to contain indices for a single...
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    glTextureSubImage2DEXT will do it.

    glTextureSubImage2DEXT will do it.
  16. The general rule for desktop OpenGL is: ...

    The general rule for desktop OpenGL is:



    Things work on NVIDIA that shouldn't.
    Things don't work on AMD that should.
    Intel is a jungle.


    You really need to test on all 3 vendors and...
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    It's valid for the index type to be allowed...

    It's valid for the index type to be allowed change if you're streaming indices to a dynamic buffer. One type of object may need 32-bit, another type may be fine with 16-bit. Allowing this means...
  18. Yes, you can do this. However, buffer objects...

    Yes, you can do this.

    However, buffer objects have their origins in the GL_ARB_vertex_buffer_object extension, and that notes:



    I'm not sure how much of this is relevant to more modern...
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    Posting the same thing 3 times won't get you a...

    Posting the same thing 3 times won't get you a reply faster. It's actually more likely to put people off answering.
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    And vertices are much bigger than indices too, so...

    And vertices are much bigger than indices too, so the saving on vertices more than offsets the increased index count.



    Strips are still relevant in the mobile world and this would probably be...
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    Actually strips have not been the most optimal...

    Actually strips have not been the most optimal primitive type for a long time. glDrawElements with GL_TRIANGLES is preferred (you can arrange the data in strip order if you wish, but you don't have...
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    No. The point is that this isn't a GL3.x+...

    No.

    The point is that this isn't a GL3.x+ problem; this is a problem that goes all the way back to GL1.3 with the GL_ARB_vertex_buffer_object extension, so you've had more than ample time to get...
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    There's already an API for this: it's called a...

    There's already an API for this: it's called a texture matrix.
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    The problem is that buffer objects have been in...

    The problem is that buffer objects have been in core since GL1.5. They're not anything new, yet we frequently see people making this complaint as if they were. There are plenty of intermediate...
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    Now. Yesterday. Tomorrow. Next week. Never. ...

    Now.
    Yesterday.
    Tomorrow.
    Next week.
    Never.

    These are all valid answers and just illustrate the point: if the deprecated functions continue to work well for what you're doing, then just...
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