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Type: Posts; User: cyrfer

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  1. [solved] Re: wglDeleteContext crashes app

    I'm pretty sure I figured out the problem. It had nothing to do with GL. I was logging with a wostringstream and I think I added too much to the SS. It must have tripped some error and everything...
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    Re: basic

    I lost my wgl code somehow. All is well now. Thanks for the help.
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    [solved] basic extension polling

    Hi,
    I can run different GL apps on my system (Win 7, SLI GeForece 460, drivers from Feb 21), but my code is failing to run correctly. For example, I can look at all the GL extensions supported using...
  4. Re: wglDeleteContext crashes app, and background color

    Would someone confirm that this is the correct protocol for managing a GL context? It seems obvious to me, but maybe I do not understand something?

    Another idea I had is that maybe I am using the...
  5. Re: wglDeleteContext crashes app, and background color

    I was able to get a little more info from gDEBugger. It says an error occurred when I create my 2nd GL context. gDEBugger must register something to catch that info because I see 0x00020000 returned...
  6. Re: wglDeleteContext crashes app, and background color

    Hi guys,
    Yes, I've followed protocol when destroying the context. Like I said, I destroy the 1st context with no problems and this stuff all works fine on NVIDIA. :( Thanks for the suggestions.
  7. wglDeleteContext crashes app, and background color

    Hi,
    I have some basic GL code working very well on Windows 7 + NVIDIA. The same code has different behavior on Windows Vista + Intel 945GM. My code used to work on both platforms, so I think I have...
  8. Re: how to get VERTEX_ATTRIB_ARRAY_DIVISOR_ARB ?

    carsten,
    Thanks for spotting that!

    I'm unsure what is the 1st parameter (index) to be passed to "glGetVertexAttribivARB"? If that is the right function to use, it would appear as though the...
  9. how to get VERTEX_ATTRIB_ARRAY_DIVISOR_ARB ?

    Hi,
    I'm trying to poll the state for 'GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB', which comes from the extension "ARB_instanced_arrays".

    The spec says to use the function 'GetVertexAttribiv', but I...
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    Re: MultiTexture blend function

    I ran the demo and looked at the code. I believe the use of glTexEnv[i/f] answers the OP's question. I have my own questions, and the documentation is not answering them. Thanks for the response.
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    Re: MultiTexture blend function

    I know this is old, but will someone describe the settings needed to get the effect the OP requested? NeHe doesn't show you, and I don't think there is a recipe anywhere on the internet. The...
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    Re: can for loops terminate with a uniform?

    Hi,
    Interesting. The shader actually compiles, but the contents of the for loop seem to be ignored. I'm a little confused because I don't think of my loop index variable as being a uniform. Only...
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    can for loops terminate with a uniform?

    Hi,
    I'm trying to do something that I think many people want to do, but I have not found evidence that it is possible. I have had success terminating a for loop with a compile-time constant...
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    Re: experiences rendering instances

    Yes, I understand I can do whatever I want with GL. It would be nice if there was a clear sample somewhere that showed one way to specify transform data per object. Controlling individual...
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    Re: experiences rendering instances

    Well, _my_ application is draw call limited, but the NVIDIA sample is not. It rendered at 60 FPS until I tried rendering with instanced draw of N=hundreds. Reducing the model count down to 30 gets...
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    experiences rendering instances

    Hi,
    I'm trying to understand how I can specify transform data for multiple object instances. I've seen the NVIDIA SDK 10 (Simple Texture Buffer Object) example that gets data stored in a TBO with...
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    Re: fast path vertex tweening

    Now that I've written out what I've been confused about, I think I can see the answer. 'stride' and 'offset' are terms used to bind elements in the _vertex buffer_ to shader attributes. Therefore,...
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    Re: fast path vertex tweening

    Ilian,
    Yes, I have working what you described. Although I've had some success, I don't completely understand the meaning of the 'stride' term (edit: and the offset needed) for...
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    Re: fast path vertex tweening

    While I enjoy the company of the readers of the advanced forum, I'm going to continue to talk about issues I'm having with my original goals. I hope you'll comment on my thoughts, even though I...
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    Re: fast path vertex tweening

    I'm actually trying to write a reusable vertex shader that does not use a hard coded number of attributes. Anyway, I found my mistake which relates to your post, I wasn't calculating the offset...
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    Re: fast path vertex tweening

    Actually, I believe I do need it to test the performance using a single VBO containing all the morph targets. For a small number of keyframes, using a single packed VBO seems ideal as it will avoid...
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    Re: fast path vertex tweening

    I have a working implementation of the C code and vertex shader discussed above. Now I'm trying to make a general purpose vertex shader that can use any number of keyframes. My current...
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    Re: fast path vertex tweening

    I've been moving forward with this implementation. I agree that I needed to move the disableclientstates and bindbuffer(0) code outside the vbo for-loop to minimize state changes. I'm setting up...
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    Re: fast path vertex tweening

    I finally realized that I can avoid using a reserved name for gl_Vertex by writing a shader using custom names, finding their names after linking the program, and binding vertex data elements to the...
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    fast path vertex tweening

    I'm trying to do what I believe is called 'vertex tweening' on the GPU. Basically, I want to calculate a final vertex position based on a base position, target position, and an interpolation factor,...
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