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Type: Posts; User: inlinevoid

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  1. Replies
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    So bindless textures really are only available to...

    So bindless textures really are only available to bleeding edge hardware. Why does thokra talk as if they're available for me to use right now...



    So frustrating.

    I've been reading around...
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    Hadn't thought about mipmapping issues, that is a...

    Hadn't thought about mipmapping issues, that is a downside though. If I needed to scale the textures I just planned on doing it without any generated mipmaps.

    I don't think I can easily sort in...
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    Because of the texture bleeding? That shouldn't...

    Because of the texture bleeding? That shouldn't be an issue using the method described here. Are there other issues involved?


    Is that really a reasonable way of handling it? It seems overly...
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    Alternate way to store texture data?

    My application is intended to be a simple 2D game with textures for rocks, characters, etc.

    The way I'm currently handling this texture data is by loading the textures into application memory,...
  5. OpenGL still throws an invalid operation if the...

    OpenGL still throws an invalid operation if the image dimensions aren't a multiple of 4, even if the image offset is a multiple of 4 (or in my test case: 0,0). It's only after I manually edit the...
  6. Apparently I hadn't read far enough into the spec...

    Apparently I hadn't read far enough into the spec to find the section detailing that the texture dimensions do indeed need to be multiples of 4, which mine are not. Any ideal solutions for...
  7. I've been measuring memory usage with GPU-Z by...

    I've been measuring memory usage with GPU-Z by watching the "Memory Usage (Dynamic)" as highlighted here: http://i.imgur.com/yEA5KhW.png (this image was taken at idle without the application running)...
  8. How can I compress textures on the fly while using TexSubImage?

    Due to the nature of my application, most of the textures being loaded aren't packaged with the application itself and are loaded on the fly. Therefore, they can't be compressed before-hand. When I...
  9. Thanks, I'll look into those some more.

    Thanks, I'll look into those some more.
  10. How can I copy a texture to another texture.

    Google searches haven't given me much for what I'm trying to do, which I thought would be pretty basic.

    I'm trying to copy various opengl textures into 1 larger opengl texture (to create an...
  11. How can I efficiently render textures with translucency?

    Let's say I have 200 different textures that all have the possibility of having translucent pixels in them and I wanted to draw 1000 textures on screen. The way I understand this is: in order for...
  12. Thanks this is a pretty understandable...

    Thanks this is a pretty understandable explanation. I'm not using the fixed function pipeline so this isn't a problem for me.
  13. That's something else I was wondering about with...

    That's something else I was wondering about with texture atlases: what if I couldn't fit all my textures onto the max supported texture size of the graphics card. I guess the answer to that is to...
  14. Thanks for all the great suggestions here. ...

    Thanks for all the great suggestions here.



    I planned on getting texture atlasing working but I haven't found any good resources to really explain the whole process to me. There's so many...
  15. Yes, I'm using a separate texture per character....

    Yes, I'm using a separate texture per character.

    So, what I'm doing is pushing all of my vertices into a dynamic array (this includes textures, primitive rectangle shapes, text, etc.), then...
  16. What are my options to improve text rendering performance?

    In my situation, I need to be able to render a lot of text with varying font sizes and styles.

    Here's some pseudo of how I typically draw a string on screen every frame:


    void DrawText(text,...
  17. Nevermind, I realize the problem... const...

    Nevermind, I realize the problem...


    const char * vertexSource = GetFile("basic.vert").c_str();
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1,...
  18. Yes, I've even compared the character count to...

    Yes, I've even compared the character count to the hardcoded string and they are exactly the same.

    This is what I'm outputting to the console:



    Hardcoded string, chars = 88:
    #version 150...
  19. Having trouble loading my shaders from file.

    I've been google searching different methods to load text from files for the past few hours, but each time I get the same errors when trying to compile my shaders.

    When I try to load/compile my...
  20. Fixed it. It seems Glew isn't enough, I needed...

    Fixed it. It seems Glew isn't enough, I needed to link to opengl32.lib (and include the dll, of course).
  21. Need help fixing "unresolved external symbol glDrawArrays" issue.

    I'm following the tutorial at open.gl (just type this into the address bar, it seems new accounts here can't post urls) and everything has worked fine up until trying to call glDrawArrays.

    Could...
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