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    Another "d'oh" moment for me here... it's so...

    Another "d'oh" moment for me here... it's so obvious, now that you mention it, but I wouldn't have seen it otherwise.

    Thank you for your help.
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    Thanks for this. It was there all along, but I...

    Thanks for this. It was there all along, but I was so focused on looking for "bitwise" keywords that it slipped right by me.

    I'll try MSAA out, it sounds like it's just what I need.

    I might...
  3. In your switch statement for the mouse buttons,...

    In your switch statement for the mouse buttons, you've got a curly brace mismatch after GLUT_MIDDLE_BUTTON. I can't say if that's actually the problem, as it doesn't seem like it would even compile...
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    Line Z-fighting workaround

    Like I may have mentioned in my previous questions, I'm working on rendering a relatively high poly "model".

    Functionally, it's generated terrain from a square heightmap image, a few hundred...
  5. Hi Bob, You say "on a mac"; do you mean you...

    Hi Bob,

    You say "on a mac"; do you mean you are programming for Mac OS X or simulating your mobile application on a Mac? Based on your previous questions I'm going to guess the latter.

    Given...
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    There's no reason you should call...

    There's no reason you should call glBegin()/glEnd() that many times. OpenGL is a state machine at heart; when you call glBegin(GL_LINES) you go into immediate mode, where all subsequent calls are...
  7. I can't give you a 100% sure answer since I don't...

    I can't give you a 100% sure answer since I don't personally work with OpenGL ES 2.0, but you should still need it, if only just once during your initialization.

    Generally glViewport would help if...
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    As far as I know, the problem is that you can't...

    As far as I know, the problem is that you can't glEnable(GL_LINE_STIPPLE) inside of a glBegin()/glEnd() block. In immediate mode OpenGL doesn't like it much when you do anything except pass specific...
  9. Hi Bob, Don't confuse glViewport with the...

    Hi Bob,

    Don't confuse glViewport with the transformation matrices (as I did not too long ago). All glViewport does is define the area of the drawing context that you will actually draw to.

    For...
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    From just this info, I can't say very much. A few...

    From just this info, I can't say very much. A few things though:

    Why are you setting GL_SHININESS to a vector/array? GL_SHININESS takes a single scalar value, which you'd pass either through...
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    No offense meant, fuyu, but I have to reiterate...

    No offense meant, fuyu, but I have to reiterate some of john's concerns. What field are you studying in? If you are "not capable to do the extraction part" and do not know what to do with the...
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    It really depends on if you're willing to rely on...

    It really depends on if you're willing to rely on the GL utilities (glu.h) or use deprecated functions. I can't be entirely sure about your case because I've never used GLUT, but read on, I guess.
    ...
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    Following your advice, I went back to the math...

    Following your advice, I went back to the math and found that a little bit of reworking with the "vision vector" pointing at one of the vertices of the plane and taking the dot product of that gave...
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    Hi yoyonel, The problem is that in perspective...

    Hi yoyonel,

    The problem is that in perspective projection, computing visibility isn't as simple as I'd like it. In an orthographic projection, all the "vision vectors" are parallel, so you need...
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    "Backface culling" GL_LINES

    I have a dynamically generated "grid" (more of a lattice, if anything) with variable distances between lines that I'm drawing via VBO and GL_LINES. All the lines are in the same plane, and they are...
  16. Is that theoretical, or have you actually tested...

    Is that theoretical, or have you actually tested it? In my experience, OpenGL converts it before it ever gets to the shader; that's why you have to specify GL_UNSIGNED_BYTE for glVertexAttribPointer,...
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    As long as you are drawing polygons, you will...

    As long as you are drawing polygons, you will always be sending the same number of vertices to the GPU anyway. The only thing a VBO or display list does is shift that responsibility to the GPU so the...
  18. First thing I want to say: don't worry about...

    First thing I want to say: don't worry about optimization until you have it working already.

    That aside, shaders aren't really my strong point, but from what I can see, the line with the...
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    I'm not 100% sure about OpenGL ES, but long story...

    I'm not 100% sure about OpenGL ES, but long story short, when it comes to voxel engines, you most likely will be using VBOs or display lists, where you load the cubes all at once into GPU memory and...
  20. MAX_TEXTURE_SIZE is hardware dependent, so it's...

    MAX_TEXTURE_SIZE is hardware dependent, so it's not strictly possible to create and draw a single texture bigger than that (if only because the GPU can't handle it).

    Of course, there are ways...
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    This is a bit of a difficult project... how much...

    This is a bit of a difficult project... how much time do you have to complete this? (And if you don't mind me asking, what is it for?)

    Your first step, if you haven't done so already, is to plan...
  22. Glad to hear that it's working better now. As...

    Glad to hear that it's working better now.

    As for your .pgm file loading, load the numbers directly into the char array. The spaces separating each value are pretty much only for human...
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    If I am limited to OpenGL 3.2 at the highest (due...

    If I am limited to OpenGL 3.2 at the highest (due to a binding restriction on one of my intended platforms), would it still be a good idea to step up to that point?

    EDIT: I work primarily on an...
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    This...

    This is the documentation you're referring to, right?

    In a sense, you're right, but it's mostly that GL_INVALID_ENUM is somewhat of a universal error code; since just about every non-numerical...
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    Okay, if that is the case, I probably will just...

    Okay, if that is the case, I probably will just ignore the old Intel GPUs and step up to using OpenGL 2.1; custom shaders will provide some flexibility in my display options, I think. It's probably...
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