Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: debonair

Page 1 of 6 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    11
    Views
    230

    One more concern, i was using glVertexAttribP4uiv...

    One more concern, i was using glVertexAttribP4uiv with GL_INT_2_10_10_10_REV. For signed data type, we have to use same API. So i was calling it with GL_INT_2_10_10_10_REV enum and data which i used...
  2. Replies
    11
    Views
    230

    Thanks a lot guys. I thought glVertexAttribP4ui...

    Thanks a lot guys.
    I thought glVertexAttribP4ui works with buffer objects so i was passing it 0 as offset. I didn't understand 'y'. And when i passed array into it, it was giving black because AMD...
  3. Replies
    11
    Views
    230

    Sorry, i didn't get you. I am setting it to non...

    Sorry, i didn't get you.
    I am setting it to non zero values though red, green, blue variables in my code and finally doing bit-wise operations. Please correct me if wrong.
  4. Replies
    11
    Views
    230

    when i comment glEnableVertexAttribArray() i get...

    when i comment glEnableVertexAttribArray() i get a black color. Seems that it fails to take color values.
  5. Replies
    11
    Views
    230

    thanks for the quick one.. :) Now, i commented...

    thanks for the quick one.. :)
    Now, i commented glEnableVertexAttribArray() call keeping rest same. now i get a black color..
  6. Replies
    11
    Views
    230

    glVertexAttribP4uiv

    i have been trying to use glVertexAttribP with GL_UNSIGNED_INT_2_10_10_10_REV but stuck up at some point.

    here is my code



    GLuint red=0,green=511,blue=511,alpha=3;
    GLuint val = 0;

    val...
  7. Replies
    1
    Views
    132

    Wrapping modes for TEXTURE_2D

    I am using texture wrapping modes in my code with tex cords ranging from 0-2. I am getting different output on driver A and B. I am bit confused about which one is correct. I am attaching images in...
  8. Replies
    7
    Views
    386

    If anyone wants to pursue masters in US, what is...

    If anyone wants to pursue masters in US, what is the job scene there?
  9. Replies
    7
    Views
    430

    dude, check out the link given in 3rd post in...

    dude, check out the link given in 3rd post in this discussion, apply that patch and it loads the pointers perfectly..
  10. Replies
    7
    Views
    430

    Thanks, it works with patch.. :)

    Thanks, it works with patch.. :)
  11. Replies
    7
    Views
    430

    libGLEW.so for OpenGL 3.3

    Does anyone have patched glew.so which will work for GL 3.2 ? As getting extensions using glGetstring(GL_EXTENSIONS) fails on core 3.2, it gives segfault.
  12. Replies
    2
    Views
    264

    Thanks you so much..!! Just curious to ask,...

    Thanks you so much..!!
    Just curious to ask, when i change eps1 to 3 i get texture repeated 3 times on each face concentrically and for all the values >3 it repeats 4 times. Could not figure out...
  13. Replies
    2
    Views
    264

    wrapping modes for cube-map textures

    I am trying to apply wrapping modes to cube map texture. Here are my tex-coordinates



    #define eps1 1.0

    GLfloat tex_coords[] = {
    /* +X side */
    1.0, -eps1, -eps1,
    1.0, -eps1, eps1,
  14. Replies
    2
    Views
    334

    Bounce..!!

    Bounce..!!
  15. Replies
    2
    Views
    334

    LOD in Texturing

    how does GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD and LOD_BIAS works?
    To check it visually, i have created 6*6 texture wth mipmapping and if for values > 0.5 for MIN_LOD i get a 3*3 texture...
  16. Replies
    2
    Views
    211

    Thank you so much..!!

    Thank you so much..!!
  17. Replies
    2
    Views
    211

    Wrapping modes for array textures

    Is it possible to use GL_REPEAT for array textures in all directions ( width height depth) just like we use for GL_TEXTURE_2D to repeat the texture when tex cords exceeds 0-1? Which wrapping modes...
  18. Replies
    6
    Views
    560

    I have modified my transformations, but still i...

    I have modified my transformations, but still i am getting weird o/p

    For light view: pass 1:


    from[]={2,2,-2};
    at[]={0,0,0};
    up[]={0,1,0};
    createview_matrix(&camera_matrix,from,at,up,1.0)
  19. Replies
    6
    Views
    560

    Really sorry, i had posted wrong shaders. Now...

    Really sorry, i had posted wrong shaders. Now corrected it in my first post..
    Can you please check the shaders above?
  20. Replies
    6
    Views
    560

    Thanks for your reply. I am rendering the cube...

    Thanks for your reply.
    I am rendering the cube in depth texture and i want the shadow of the cube on below platform.


    I tried by changing light positions and projection to ortho (currently it...
  21. Replies
    6
    Views
    560

    Shadow mapping

    Hi,
    I read some tutorials on shadow mapping and implementing a simple program for it. But i am getting some weird output. Here is my code:
    I am copying here minimal code:



    render_to_depth()...
  22. Replies
    35
    Views
    4,443

    Does GL_RGB32I support for 4x or 8x multisampled...

    Does GL_RGB32I support for 4x or 8x multisampled textures in call glTeximage2DMultisample? Are there any other formats which do not support 4x or 8x ?
  23. Replies
    7
    Views
    586

    What do you mean by out of order? You can't see...

    What do you mean by out of order? You can't see anything rendered or what?
    Also in your last post, i cant see


    glBindRenderbuffer(GL_RENDERBUFFER, m_depthID);

    call.


    For depth test...
  24. Replies
    7
    Views
    586

    Where are you attaching your color attachment to...

    Where are you attaching your color attachment to FBO?
    Also, if problem is related to only depth test, post your full code where you are making glDepth calls..
  25. Replies
    3
    Views
    308

    same output when i use GL_RGBA format.

    same output when i use GL_RGBA format.
Results 1 to 25 of 126
Page 1 of 6 1 2 3 4