Seems that all the Uniform pointer commands are using a wrong array size calculation. Any hope this get fixed?
For instance:
UniformMatrix4fv(location, count, transpose, value)...
Type: Posts; User: EvilOne
Seems that all the Uniform pointer commands are using a wrong array size calculation. Any hope this get fixed?
For instance:
UniformMatrix4fv(location, count, transpose, value)...
Sorry, for the delay...
My main problem is finding a good texturing algorithm for terrain, without going for a full virtual texture implementation. What I can think of is using splatting at near...
I'm currently writing some terrain editing and texturing tools. While researching, I've found this interesting paper on the net:
http://wwwcg.in.tum.de/Research/data/Publications/vmv06.pdf
In...
Hmmm, and please do us all a favour and remove the Pipeline Newsletter(s) from the front page. Outdated information about an epic fail are not that usefull...
<GL3/gl3.h>
By clean I mean only tokens and functions of 3.0 and higher. It's a rather annyoing mess to do this by hand... Although I think doing it by ourself is a bad idea - surely there will be an official...
3.1 is a nice release... and the spec is cleaner than I expected.
Just one thing: Clean headers please. I wait for them since 3.0 forward compatible.
Until then, staying with D3D9.
Before creating the window and rendering context do:
// Get the current settings to query the frequency.
DEVMODE mode;
mode.dmSize = sizeof(DEVMODE);
mode.dmDriverExtra = 0;
The real problem with GL3 is, that I doesn't solve any of the problems we have with GL so far... What happend is just the common core promotion.
They promised a clean API that works nice on DX9...
Newer versions are dynamically loaded. Google for GLEW OpenGL loader. And do yourself a favour and use a newer compiler version. Visual Studio Express Edition is for free...
Damn... I should spice up my math skills :-(
Howdy, I'm currently sitting infront of a computer with no compiler at hand...
So I'm making "free-flight" programming into a text editor (don't laugh).
I'm currently writing a matrix class to...
@bobvodka
I haven't experimented with D3D10 that much. But imho, at the end of the day, you don't have to query anything. Just give the same names in the declaration and the shader, and you are...
@knackered
Yeah, my current target is D3D9. Nice and mature API, most of the installed base out there is XP and D3D9. So no need to switch to D3D10 currently.
Hmmm. I have more code in the...
This "base vertex index" and it's counterpart "start index" work in D3D since the stone age. Nice feature... Stuff all into large buffers and then: draw, draw, draw. No need to respecify pointers.
...
Damn... this is so frustrating. Getting no informations in an informational world is so unusual.
My question is, what do we get at the end? Is the upcoming GL3 version Long Peaks or Mt. Evans or...
Lol... the three most funny quotes from this and the "no newsletter" thread:
Third place goes to knackered: "Did I miss an update on GL3? I don't see how that's possible, I've been constantly...
The renaissance happend. But unfortunally not to OpenGL.
At the end of day, all I wanted from GL is a nice API and performance cleanup. A fine interface to code for DX9 class hardware and up.
The most annoying thing in GL is, that every renderstate has...
I'm one of those people switching to D3D. Not to D3D10, but to D3D9 (which has all the stuff I need). I have abstracted my renderer and keep the GL path only for "nostalgic" reasons (not really...
Seems that the GLUT library is linked against an older CRT version. Try compiling GLUT for yourself. Maybe use freeglut (hint: google). Or just don't use glut at all. Setting up a window and a...
http://glew.sourceforge.net/
Hahaha. Damn, the only thing we need is GL ES 2.0 plus multiple render targets... Instead of a redesign, a clean up would be okay.
@CrazyButcher Greetz from Erfurt.
Hmm, no easter egg.
Use an existing CSG library like http://www.opencsg.org/