You will know when you try this by yourself.:disgust:
Type: Posts; User: newbiecow
You will know when you try this by yourself.:disgust:
Your question is without the least regard to opengl but a basic c/c++ one. Why not first try it in your national computer technology forum but directly submit here such an international and...
Well. The last problem has already been solved. If you wish to know the origin of my question, I think the best way is to get an ATI card and write some stencil blitting code, then you will know the...
Thanks a lot, dear Alfonse Reinheart. Since I'm only an opengl application developer and not a member of ARB, I can't fathom deep enough to the cause of such important abridgment. But as being only...
Well, Nowhere-01. Anyway you have shown up again!
But, this time, I think you should reread this thread carefully. The last problem on this thread...
Well. I'm very gratitude to you for your help. After I checked your answer and modified it to something like GL_DEPTH24_STENCIL8, I get my code run smoothly again. But this is not wholy my fault at...
Thanks a lot, Dark Photon!
At first, I also think it may due to the bandwidth between CPU<->GPU. But after I modified the code to
//glPixelTransferi(GL_MAP_STENCIL,TRUE); ...
Why no one answers? Is there anything not declared clearly?
And brave Nowhere-01, why not show your omnipresent heroism this time?
Have written the following code:
glPixelTransferi(GL_MAP_STENCIL,TRUE);
long timeBeforeDrawPixels=timeGetTime();
...
p.p.s.
I forgot to remind, the most important, my question is only relevant to opengl coding skills, perhaps referring some hardware but nothing else such as my program or idea. So if you think my...
I have written a very simple program but with fbos.
That program can run smoothly under ati card pcs but report error on nvidia card pcs.
I have tested it on several nvidia cards installed...
Well. You seem to be irritated though I dunno why.
A specification has announced everything properly while an implementation announced none other than the specification's.
In this case, which doc...
I solved my question by myself.
p.s.
You know in some place on earth not dog lead the blind but lead a blind dog.
p.p.s.
So can you make out who is the dun and the dung now? :biggrin-new:
...
Thanks for your great help!
Best regards,
newbiecow
following our topic even more irrelevant.
Have you ever played a game called "Red Alert" made by Westwood?
Beware of dogs!:biggrin-new:
Best regards,
newbiecow
Very well indeed! You seem to be an expert and a Russian.
Can I trust you?
To tell you the truth, I have paid hundreds dollars for a Russian anti virus software and used that for almost ten years!...
I have created fbo using the following code:
glGenRenderbuffersEXT(NumRenderbuffers,stencilExpansionAuxiliaryRenderbuffer);...
I have created fbo using the following code:
glGenRenderbuffersEXT(NumRenderbuffers,stencilExpansionAuxiliaryRenderbuffer);...
As clarified in the reference, the glUniform{2|3|4}iv takes three parameters, location, count and v. But when count is greater than 1, what is the structure of v?
Suppose I call it as the following....
The main code is listed as the following:
c++ code:
readShaderSource("directsampler", &VertexShaderSource, &FragmentShaderSource);
success=installShaders(VertexShaderSource,...
Hey, Dark Photon!
Can you please also tell me how to view the effects of these shaders?
Best regards,
newbiecow
Thanks a lot, Dark Photon.
You really give me a great help!
Best regards,
newbiecow
Hi, dear all!
After I read the orange book and searched the web, I found no place to download its samples' source code. But if such book exists, there must be some way get its support, let alone...
Why nobody answers? Is it a really hard question?
OK.
After I modified the following code block as
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(1, 0);