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Type: Posts; User: Tom Nuydens

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    Re: glViewport use/misuse question

    The spec only imposes constraints on the width and height of the viewport, not on the origin. More specifically, it states that the width and height are clamped to the maximum viewport dimensions,...
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    Re: Using the Mouse?

    :rolleyes:

    Section 5.2 of the OpenGL specification: "Selection".
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    Re: Indexing per vertex attribute

    This is a very common question, and here's a common answer :)
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    Re: w Vertex coordinate and depth range

    One of the things you could try to do is to partition your depth range. Batch the visible objects in your scene based on their distance from the camera, and fit the near and far clipping planes to...
  5. Re: checking the bounding box with my transformations...

    ... Or you can model the OBB as a set of six planes, so that you can test points against it without having to do another transformation.

    Either way, this has nothing to do with OpenGL.
  6. Re: Nvidia drivers: how to use block transfer?

    Rather than relying on the driver's page flipping behaviour, you might want to save the old image yourself. You can copy it into a texture rectangle, and put it back for the next frame by rendering a...
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    Re: OpenGL wiki?

    OpenGL.org will use MediaWiki as well.
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    Re: How can I load model in OpenGL

    Please do not double-post in both the beginners and advanced forums.
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    Re: crash after loading a lot of texture

    Binding a texture should at most cause a GL error, but not an application crash. Are the two cards using the same driver version?
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    Re: OpenGL wiki?

    Just a quick update: I went ahead and worked out a skeleton for the Wiki that roughly combines the current FAQ pages with the organization of these forums. These would be the top-level categories I...
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    Re: Histogram and 'auto-levels'

    May I point out that this is an international forum? Please post in English or don't post at all.
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    Re: OpenGL wiki?

    Okay, here's the deal.

    OpenGL.org will be undergoing server migration in (probably) late November, and a Wiki was already on the list of things to add when this migration is complete (the current...
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    Re: How to disable shaders?

    glUseProgramObject(0);

    If you mix shaders and fixed function in multipass rendering, make sure to remember that your shaders all use ftransform() to assure position invariance.
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    Re: OpenGL wiki?

    I would definitely help out if this idea goes through. I can easily host a wiki on Delphi3D.net if needed, but I've also mailed the opengl.org webmaster about this. To be continued...
  15. Re: How can I compare the RGB value in pixel?

    I've told you this before: pretty please DO NOT post questions in both the beginner and advanced forums.
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    Re: unstable grath

    Please do not double-post in both the beginners and advanced forums. Your questions definitely belong in the former.
  17. Re: glRotate( X, 0, 0, 0 ) changes object's size...

    Doesn't it make you feel dirty to even remotely consider this type of abuse? If not, shame on you! :)
  18. Re: Can the framebuffer of Graphic Card be copy to texture buffer of OpenGL directly?

    Ick! I wouldn't go there if I were you. Even if this does turn out to work on your particular machine, the result of such a readback operation is undefined according to the OpenGL spec, and hence is...
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    Re: cgf Modelfile Loading

    This is not an OpenGL question, and certainly not an advanced one -- OpenGL does not deal with the loading of various file formats.

    If you want to load this format, look up its specification and...
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    Re: Inconsistency openGL implementations

    1) The OpenGL spec does not dictate what happens to the back buffer after a buffer swap, so from that point of view none of the implementations are wrong. What you could try, however, is to use...
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    Re: Color attachments in FBO

    Ah, but wait. It just dawned on me that MAX_DRAW_BUFFERS is, of course, irrelevant for the problem at hand. You're not actually drawing to multiple buffers simultaneously. It's MAX_COLOR_ATTACHMENTS...
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    Re: Cube map access in fragment shader

    Surely your application has some sort of "camera" concept? Well, that's your world->view matrix right there. I can't imagine why obtaining this matrix would pose any significant problem.
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    Re: Color attachments in FBO

    If you're rendering to a cube map, you shouldn't be using different color attachments. You should be using the same color attachment but different texture targets for each cube face.

    It sounds...
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    Re: Cube map access in fragment shader

    You can use the texture matrix (or corresponding vertex shader code) to transform your reflection vector back to world space. Your app only needs to determine the appropriate matrix for this once per...
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    Re: ADDSIGNED2X -- Bit Shifting in ARB?

    Shifting one bit to the left is the same as multiplying by two.
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