Did you mean "can't"? :)
Type: Posts; User: k_szczech
Did you mean "can't"? :)
Yeah, that is the essence of the question.
I haven't found any information on this subject on the net so that's what I assumed - "unknown / driver dependent". Although this was just my assumption,...
Precisely.
Yeah, that's understandable, but in the case I described OpenCL is running at different "framerate" than OpenGL.
Assume both threads are unrelated and share no buffers. Graphics is...
Hello after a long absence :)
I can't find the answer to this anywhere, so I'm posting here. Maybe I should register on OpenCL forums for that, but it seems pointles to create another account for...
No, totally wrong.
All matrix operations affect currently selected matrix (look at glMatrixMode).
So:
glMatrixMode(GL_PROJECTION);
glLoadItentity();
glFrustum(...);
This changes current...
First of all - why do you need multitexturing to draw a textured cube?
Draw 6 quads, each one with single 2D texture.
Or draw a cube with a single cube texture.
You're complicating such a simple...
What graphics card did you buy?
I'm pretty sure it's still there ;)
You could also look for either AMD/ATI or NVIDIA icon on your taskbar, clisk it and look aroud.
Also, you can inform system that screen saver is running (your application will then be considered to be a screensaver) - this stops a few things from happening.
I'm not doing so though - since I...
Even with the delays - creating and compiling a shader is just a few commands with one of them being costly, so the impact on other contexts will probably be minimal as it will mailny occupy one of...
Yep, note that each object has it's own unique blur radius. So there is no effect or postprocessing here. Objects are just blurred textures.
glTexCoord2f - means float.
If you want half of the quad you should use following texcoords:
(0.0f, 0.5f), (1.0f, 0.5f), (1.0f, 0.0f), (0.0f, 0.0f)
No matter how big the texture is, it's...
If you want to avoid multiple state switches, then just sort your objects by state.
First draw objects that use the global setting, then draw objects that use custom setting.
One thing you did wrong is that you didn't pay attention to what I wrote in my last post ;)
1600x1200 may suggest that this is rendered scene, but from description in 1st post I think he meant real camera.
As for your code, Treehouse:
Init:
1. glGenTextures
2. glBindTexture
3....
So, wyou want interpolation from 0.1 to 0.9 to wrap aroun 0.0?
There's a simple way of forcing it - simply pass 1.1 and 0.9 as coordinates.
A simple rule is to check if distance between coords is...
What he means is that instead of copying your image directly to render buffer by glDrawPixels, you should copy it into GPU's texture memory by calling glTexImage2D and then simply draw a quad covered...
So you don't want to interpolate texture coordinates, but colors directly?
Just disable the texture and apply colors to vertices.
GL_MAX_TEXTURE_SIZE exists from beginning, but what about GL_MAX_TEXTURE_UNIT?
This token comes from extension: GL_EXT_multitexture
So before you even ask for GL_MAX_TEXTURE_UNIT with...
Just do what I said - split your building model into separate parts. Then export it to .obj - you will see that every part has it's own section in the file. That's all the information you need to...
The question you should be asking is how to design a 3d model so you can change it's window colors dynamically.
Simplest way is, as mentioned above - dynamic texture.
Another way is to make...
Considering, he has to render a frame twice, this is unlikely to be faster than VBO.
I'd go for just updating VBO, bud depending on the way the data changes across frame I would probably consider...
Two things that you should look into:
I don't know what image library you're using (or is it your own class). Perhaps getGLBits does some conversion that takes time?
Another thing it that texture...
Are you blind? (no offence - this is actually a hint how to find specs) ;)
You do as you please. You can design your program however you want. OpenGL doesn't enforce you to do such things one...
glClear has absolutely nothing to do with allocating and freeing buffers.
Don't even look at any OpenGL source code before you learn how OpenGL works. I recommend some book. I bought some cheap...
Andy - first advice. Don't try to work ahead of your current knowledge. That never worked well for me.
If you would really read that "Getting Started" page on wiki, or at least "OpenGL 2.0+ and...