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Type: Posts; User: jtipton

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    ARB to GLSL Conversion

    I have written a large number of fragment shaders using the ARB Assembly language. Are there any utilities for converting these to GLSL? I need the additional branching instructions of the newer...
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    Re: Multi-threaded GL Crash

    Is there a makeCurrent concept in GLUT? That is the only thing I notice.
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    Re: Glut Application Crash

    Is there a makeCurrent concept in GLUT? That is the only thing I notice.
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    Multi-threaded GL Crash

    I have the following application that attempts to perform multi-threaded rendering inside a glut application. Any ideas on why this crashes?




    #include <X11/Xlib.h> // for XInitThreads() call...
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    Glut Application Crash

    I have the following application that attempts to perform multi-threaded rendering inside a glut application. Any ideas on why this crashes?




    #include <X11/Xlib.h> // for XInitThreads() call...
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    Re: Texture Coordinate Convention

    Thanks for the ascii art. That is what I expected. So if I wanted to draw that image on the screen, I would map [0...1](tex) or [0...512](rect) to a polygon with a vertex at 0 and another at 512....
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    Texture Coordinate Convention

    I recently read the specification for the ARB_texture_rectangle extension. I was surprised to find that it used the range [0...dim] for indexing into the texture image. I found it odd because an...
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    Re: volume rendering, view-aligned 3d textures.

    The clipping plane thing works. I have used it before, but you end up using 6 of your clip-planes for computing the intersection. It seems to be a waste of resources.
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    Re: Depth Buffer vs gluUnProject

    In this case the variance is in the result of a glReadPixels. I know colors aren't going to be an exact match between platforms, but they will at least be close. Is there any place in the spec that...
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    Depth Buffer vs gluUnProject

    I realize this topic has been exhausted. I searched each of the Developer forums for other instances of this topic. Each one seems to give different information, so I am looking for a conclusive...
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    Re: Texture Format Recognition

    Works Great. Thanks.
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    Texture Format Recognition

    I am trying to dynamically figure out if a requested texture format will be honored or translated into something else. I attempted this with proxy targets, but that does not seem to work. I simply...
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    Depth Texturing

    I am generating an image in an offscreen buffer and caching it for later renders. I currently use glDrawPixels to render the RGBA and depth values into the framebuffer. I would like to be able to...
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    Re: Graphics Pipeline

    I am actually going to talk about using both at the same time. Mesa can be compiled with name mangling so that glFunction turns into mglFunction. This allows you to use Mesa as a fallback if the GL...
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    Re: Graphics Pipeline

    One other thought. If you have a Windows machine, your graphics card can most likely run both GL and DirectX. There are not two seperate drivers for the card. There is only one way to talk to the...
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    Re: Graphics Pipeline

    The driver is seperate. If I change my graphics driver, I also have to upgrade my GL library as well. Although they are tightly coupled, they are not one in the same. It was designed this way to...
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    Re: Graphics Pipeline

    Here is the new graphic. Does this pass the test?

    http://www.geocities.com/gldeveloper/gfx2.gif
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    Re: Graphics Pipeline

    I think I will leave the seperation of OpenGL and the driver. At what point are the extensions interpreted, GL or driver? I think it may vary depending on the extension. Is this true?

    I think I...
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    Re: Graphics Pipeline

    I believe Mesa3D processes the extensions before sending commands to X. The graphic should have a single arrow between Mesa and X, not all 4.
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    Re: Graphics Pipeline

    Sorry about the graphic. I edited the post to include it.
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    Graphics Pipeline

    I am giving a tuorial on using GL/extensions/Mesa in an interchangeable fashion. I tried to put together a flowchart on how commands flow through the libraries/devices, and at which point extensions...
  22. Thread: Drawing Curves

    by jtipton
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    Re: Drawing Curves

    A bezier curve for 2 points is defined as a straight line. This is the simplest case of all the curves fitting those 2 points. You need a third point, even if you make it up. You could define...
  23. Thread: Drawing Curves

    by jtipton
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    Re: Drawing Curves

    At a minimum you will need 3 points, since there are an infinite number of curves that pass through 2 points. 3 points will give you a quadratic bezier curve. Check out this link for the math...
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    Re: header files !!

    I like the idea of a persistent notice at the top of the forum. Something similar to the online wiki notice.
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    Re: header files !!

    This is the beginners forum. Give the guy a break. The best thing to do is find/write a good extension loader (GLEW, GLee, etc.) and include that instead. This will make your code more portable, and...
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