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Type: Posts; User: Stephen A

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  1. glGetIntegerv(GL_MAJOR_VERSION) returns GL_INVALID_ENUM on core context

    What is the correct way to get the OpenGL version on an OpenGL core context?

    I am using:


    int major = 0;
    int minor = 0;
    glGetIntegerv(GL_MAJOR_VERSION, &major);...
  2. Looks extremely interesting!

    Looks extremely interesting!
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    Sticky: Is it possible to clarify the wording in 4.4 core...

    Is it possible to clarify the wording in 4.4 core spec, section 8.21, page 251:



    These paragraphs appear conflicting to me: the first implies that you can pass GL_TEXTURE_2D for <type>, but...
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    Re: Statless texture specification and access

    Naked structs are evil because they are neigh impossible to port across architectures, compilers, programming languages and operating systems. The issues are very real and impossible to solve in a...
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    Re: Glut window inside C# form

    Glut creates a toplevel window. You need to turn this into a child window and set the C# form as its parent.

    MSDN has more details on the process.
  6. Re: Crisp rendering of horizontal & vertical lines?

    You need to ensure that your lines fall on whole pixels. If they fall between two pixels, antialiasing will (correctly) smooth the line and make it appear thicker.

    In short, enable FSAA or...
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    Re: OpenGL ICD behavior in Win7

    Try asking on AMD's development forums. There is a slightly higher chance you might find someone who can help you there.

    Out of curiosity, does gDEBugger work with that application and those...
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    Re: Fullscreen performance impact

    No, it renders at 1280x720 but clips at 640x480.
  9. Re: GPU RAM Allocation from 32 Bit CPU Memory Space?

    Windows 7 x64, according to http://store.steampowered.com/hwsurvey

    There are a few successful games that no longer support Windows XP, e.g. Just Cause 2. We'll slowly see more and more of those,...
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    Re: OpenGl multi texturing with C#

    You can find all ARB functions under 'GL.Arb' (EXT functions under 'GL.Ext' and so on and so forth).

    If you wish to bind the method yourself, you'll need to use wglGetProcAddress() and...
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    Re: struct and interpolants

    Tao vs OpenTK shouldn't make a difference, both are passing the shader text directly to the driver. This could be a driver error; or it could be a user error.

    Try reading back the shader source...
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    Re: Buffer orphaning and multiple context

    When you say 'orphans', you mean BufferData(..., null) or something else entirely?
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    Re: State of Windows Intel OpenGL drivers

    Old experience with Intel/OpenGL (i865 and the like): blue screen.

    Recent experience: mhagain nailed it. It generally works, until you stray from the beaten path. Don't try to share contexts,...
  14. Re: GPU RAM Allocation from 32 Bit CPU Memory Space?

    Right from the horse's mouth: http://msdn.microsoft.com/en-us/library/aa366778(v=vs.85).aspx
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    Re: help with heightmaps

    First step: load the heightmap data into an array (how you do this depends on your programming language). Once you have that, create an OpenGL texture and upload this data (see here:...
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    Re: gDEBugger is free!!!

    Awesome!

    My guess is that the desktop version did not generate enough revenue. As far as I can tell, the mobile (iPhone) versions will still need to be purchased, which is a reasonable business...
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    Re: OSX.6 GL support listed here

    GLSL stuck at 1.20. This must be a farce, wasn't OpenGL supposed to be a core part of Mac OS X?
  18. Re: Ork: a new object-oriented API on top of OpenGL

    String-based lookups don't have to be slow.
  19. Re: Is glGetError much faster lately than rumor has it

    Nvidia drivers have / used to have a switch that would silently turn off OpenGL error reporting. Check your Nvidia Control Panel for something like that.
  20. Re: How to read the .spec files (for transformation)

    The "version" property should give you the version when a method was first introduced. For extensions, use the "category" property. For deprecated methods, check the "deprecated" property. Also note...
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    Re: Error of "GL_HISTOGRAM was not declared"

    You need to include <glext.h>, too. The latest version is always available here: http://www.opengl.org/registry/api/glext.h
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    Re: OpenGL library version

    You need function pointers for anything after OpenGL 1.2.

    Read this for more information: http://www.opengl.org/registry/ABI/
  23. Re: Derivatives (dFdx/dFdy) not available on ATI (VSM)

    Yeah, having to follow the actual specification is so annoying ;) [/QUOTE]

    Yeah, isn't it? You can't use stuff such as 'saturate', implicit casts and whatnot. ;)
  24. Re: Derivatives (dFdx/dFdy) not available on ATI (VSM)

    http://www.gamedev.net/community/forums/viewreply.asp?ID=3636974
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    Re: Extensions for stereoscopic rendering

    Not only is this artificial differentiation, it is also completely insane in its implementation: not all Quadro cards support 3d stereo for example (like my Quadro NVS in my laptop). Why?
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