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Type: Posts; User: elanthis

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  1. Random pedantry: OpenAL was created by Loki Games...

    Random pedantry: OpenAL was created by Loki Games (a company that ported Windows games to Linux). Creative took it over some time after Loki went bankrupt.
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    Re: getAttribLocation fix suggestion

    Magic values are not unheard of, especially in crusfty C APIs using integers for handles. :) You're most likely right that no value could be chosen that wouldn't break some app in some case out...
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    getAttribLocation fix suggestion

    Having just helped yet another round of upcoming graphics devs work around the broken behavior of getAttribLocation (and it's uniform cousin), I have one simple but critical suggestion for the OpenGL...
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    Re: 2D - fast direct pixel manipulation

    The fastest way to do what you're trying to do on the majority of GPUs is to just do it all in software, and then blit the single final composed image to the screen via GL. Even if you use the...
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    Re: selection and feedback in ogl

    Two things:

    First, you're using a ton of deprecated, ancient OpenGL functionality that modern programs shouldn't use: feedback mode, matrix stack, immediate mode rendering, etc. If you're trying...
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    Re: Curious to who is sticking with OpenGL now...

    I have to disagree, and feel that you have this entirely backwards.



    It sounds like you haven't used D3D recently. Remember that Microsoft (smartly!) breaks the API with each version to make...
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    Re: Offline GLSL compilation

    On CPU architectures, yes.

    On GPU architectures, no. There is no register spilling to the stack on a GPU because GPUs do not have stacks. GPUs also have a crapload of registers compared to a...
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    Re: Statless texture specification and access

    I wholeheartedly agree. ALL object types should be opaque pointers. It's not just object sizes and portability, but also future extension support, guaranteeing users can't attempt to construct...
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    Re: Offline GLSL compilation

    I personally have two reasons for wanting the features to support offline GLSL compilation, though I don't necessarily care about that specific request in particular.

    Supporting offline GLSL...
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    Re: Statless texture specification and access

    No, it isn't, not at all. You don't seem to understand what the difference between a 2D texture and a 3D texture really is. In particular, think about what the mipmap levels mean for a 3D texture,...
  11. Re: Rendering the same polygon at different locations

    Don't use display lists. Those are ancient, crufty, slow, deprecated, and (in newer core profile versions of the spec) flat out gone.

    What you want to be doing is using Buffer Objects.

    So if...
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