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Type: Posts; User: Alfonse Reinheart

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    Remember where I said that it doesn't take an...

    Remember where I said that it doesn't take an array? That's what I was talking about. It takes a pointer to a single `GLuint`.

    As previously stated, the `Puiv` functions serve no functional...
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    It doesn't take an array. Well, it kind of does,...

    It doesn't take an array. Well, it kind of does, but it's only an array with one unsigned integer element in length. Really, I have no idea why they even added the `v` versions of these functions.
    ...
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    This is not a C++ forum; this is an OpenGL forum....

    This is not a C++ forum; this is an OpenGL forum. Your questions show that you don't understand the language very well. So please go back to learning C++; once you understand how to use pointers and...
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    The fact that you say that proves that you don't...

    The fact that you say that proves that you don't know what it is. Because they're not the same thing.

    To clarify, `.` is used to access members of an object. `->` is used to access members of a...
  5. *cough* : "in debug only" Why? You're not...

    *cough* : "in debug only"



    Why? You're not going to catch more errors that way; it just makes the coding of the feature more difficult. Especially since arrays (of basic types) have to be...
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    You have asked about a very basic C++ concept,...

    You have asked about a very basic C++ concept, something you'd learn in any Introduction to C++ book. So... get such a book and read it. You'll probably learn a lot of other important things you'll...
  7. I don't know what you mean by "slot". Uniform...

    I don't know what you mean by "slot". Uniform locations are arbitrary numbers. They have no meaning to the hardware. They're not byte offsets into a buffer, or even 4D vector register numbers. If the...
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    Then show the statement where you're doing that....

    Then show the statement where you're doing that. It isn't in the code you posted:


    glVertexAttribP4uiv(glGetAttribLocation(shader_data.psId,"color"),GL_UNSIGNED_INT_2_10_10_10_REV ,GL_TRUE,0);
    ...
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    You get black because that's what you set the...

    You get black because that's what you set the color to.
  10. Quality of Implementation: Debug shader variable locations

    Now that OpenGL's debug context concept is a bit more well-defined (thanks to language in KHR_debug and the like), let's expand on this. NVIDIA already starts spamming stdout when you're in debug, so...
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    You need example code... for a single function...

    You need example code... for a single function call? It's no different from calling any other member function of a class. If you can call `GetMipmapCount` or `GetArrayCount`, then you can call...
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    `glEnableVertexAttribArray` says that you're...

    `glEnableVertexAttribArray` says that you're using an array for that attribute. But you're not using an array. So OpenGL tries to access an array that you haven't specified. Hence the boom.
    ...
  13. There's really no point in threading this like...

    There's really no point in threading this like that. If you're using the same context, then shutting down the rendering thread is ultimately no different from simply letting the rendering thread do...
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    I'm not really sure what the problem is. Are you...

    I'm not really sure what the problem is. Are you wondering how to get a Dimensions instance from an ImageSet? Because the docs cover that. Are you asking how to use that object? Because that seems...
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    This is an OpenGL forum, not a physics forum or a...

    This is an OpenGL forum, not a physics forum or a game development forum.
  16. He just linked you to a very detailed explanation...

    He just linked you to a very detailed explanation of how transforms work and what it does.

    And no, you don't "have to use gluLookAt".
  17. Please stop spamming the forum with...

    Please stop spamming the forum with minute-by-minute updates to your project. Get a Bitbucket or GitHub account, put your code up there. That way, if someone wants to be notified of each and every...
  18. What's the difference between a "point" and a...

    What's the difference between a "point" and a "vertex" in this scenario?



    Given the specific way in which they define this functionality, odds are good that they simply have the ability to do a...
  19. Presumably, they're implementing something that...

    Presumably, they're implementing something that they can actually do on currently existing hardware, rather than devising an extension that they can't actually implement yet. Besides, why would you...
  20. That is a very bizarre extension. It's just a...

    That is a very bizarre extension. It's just a really odd way of specifying that kind of functionality. It would have made far more sense to just have a variable that says how many indices you use,...
  21. Like I said, I can't reproduce it on my machine....

    Like I said, I can't reproduce it on my machine. So I don't know what's going on. Earlier, I asked if you could narrow down exactly which header from glimg it was that was causing the problem. You...
  22. Recursion is no more allowed in GLSL than it is...

    Recursion is no more allowed in GLSL than it is in OpenCL or CUDA.

    As you point out, the branching issue is in part due to the nature of the hardware. GLSL doesn't change what your hardware is...
  23. The reason your code is working is because glfw.h...

    The reason your code is working is because glfw.h includes the gl.h header. But the gl.h header will only contain the core 1.1 stuff (on Windows at least). And nothing you're using is outside that...
  24. I fail to see how indexed rendering is related to...

    I fail to see how indexed rendering is related to the number of draw calls for "multiple different primitive layouts". If you change the vertex format, you need a new draw call, and indexed rendering...
  25. That makes no sense. If you don't include the GL...

    That makes no sense. If you don't include the GL Load header, then your code is going to start failing to compile once you use anything that's not from GL 1.1.
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