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Type: Posts; User: Dan Bartlett

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  1. Replies
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    Sorry, I meant putting glTexParameteri(target,...

    Sorry, I meant putting

    glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
    before

    glTexImage2D(target, 0, internalformat, w, h, 0, format, GL_UNSIGNED_BYTE, data);
    but glGenerateMipmap...
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    Have you tried setting GL_GENERATE_MIPMAP_SGIS =...

    Have you tried setting GL_GENERATE_MIPMAP_SGIS = TRUE before uploading the texture image? I think it only generates the mipmaps once a new image is loaded to the base image after this flag is set. ...
  3. By default OpenGL uses mipmaps for most texture...

    By default OpenGL uses mipmaps for most texture types (except for rectangle textures), so it is expecting you to provide them & since you don't your texture isn't complete. One way to tell OpenGL...
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    GLScene (http://glscene.org) (an open source...

    GLScene (an open source OpenGL Scene Graph for Delphi) has CSG code for meshes and a sample project demonstrating it's use, as well as more basic intersection tests (do 2 objects intersect or not).
    ...
  5. You're passing the context handle in (which is of...

    You're passing the context handle in (which is of type HGLRC), use the same HDC you used to create the context.

    rc = wglCreateContext(dc);
    ...
    extensions = wglGetExtensionsStringARB(dc);
    ...
  6. The buffer bound to GL_ARRAY_BUFFER is used by...

    The buffer bound to GL_ARRAY_BUFFER is used by glVertexAttribPointer (+other gl***Pointer) functions, it isn't actually used by draw calls so has no effect. You need to make the gl***Pointer calls...
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    The only problem I can see is that NumVertices...

    The only problem I can see is that NumVertices doesn't match the correct number of vertices. You only have 12 vertices listed, but NumVertices = 36. This could cause problems when glDrawArrays...
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    Searching the web for "axis-angle to euler"...

    Searching the web for "axis-angle to euler" returns this result: http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToEuler/
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    To reverse a Euler angle transformation around...

    To reverse a Euler angle transformation around x,y and then z, you need to rotate by the negative angles around z, y and then x. Rotating by the negative angles around x, y then z isn't the reverse...
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    You are setting glShadeModel(GL_FLAT) in one...

    You are setting glShadeModel(GL_FLAT) in one context, but rendering with the other context. Since this state is per-context it never affects rendering. Only certain objects are shared between...
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    You could try a debugging tool, such as AMD's...

    You could try a debugging tool, such as AMD's CodeXL that is capable of stepping through OpenGL calls and seeing the state at each stage.
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    Also, since OpenGL 4.1 / GL_ARB_viewport_array...

    Also, since OpenGL 4.1 / GL_ARB_viewport_array, you can have an array of viewports/scissor rectangles/depth ranges used at the same time (still global). The viewport that is used is controlled by...
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    Maybe you need to use the "invariant" qualifier...

    Maybe you need to use the "invariant" qualifier to ensure your passes produce the same output?
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    There's an easy-to-follow shadow mapping tutorial...

    There's an easy-to-follow shadow mapping tutorial here: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ that discusses shadow acne.
  15. OpenGL 4.4 specifies behavior for this, it says:...

    OpenGL 4.4 specifies behavior for this, it says:

    but previous versions didn't specify what should happen.
  16. Yeah, you have to bind to GL_ARRAY_BUFFER before...

    Yeah, you have to bind to GL_ARRAY_BUFFER before calling glVertexAttribPointer so the book has a mistake. There's a list of corrections at http://opengles-book.com/errata.html that shows the correct...
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    As well as checking you're loading the functions...

    As well as checking you're loading the functions correctly, are you making the calls in a place where you have a current OpenGL context (ie. not trying to create a buffer object before the context is...
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    A couple of other possible problems: You use ...

    A couple of other possible problems:

    You use

    glGenBuffers(1, &gVAO);
    which should be:

    glGenVertexArrays(1, &gVAO);

    You use vs.attrib(...) to retrieve both attribute + uniform locations,...
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    You need to set the program before setting the...

    You need to set the program before setting the uniforms, as glUniform calls set the uniform for the current program.
  20. Thread: Uniforms

    by Dan Bartlett
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    If there was an error, nothing would be written...

    If there was an error, nothing would be written to uniformIndices, so the fact it's returning 4294967295 (which is equal to 0xFFFFFFFFu = GL_INVALID_INDEX) probably indicates there's no other error....
  21. Thread: Uniforms

    by Dan Bartlett
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    Actually, you had it right the first time...

    Actually, you had it right the first time (TransformBlock.scale to be used when accessed from OpenGL side). What values are being returned? is it the value of GL_INVALID_INDEX (-1 or 0xFFFFFFFFu)...
  22. Thread: Uniforms

    by Dan Bartlett
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    You need to use "transform.scale" instead of...

    You need to use "transform.scale" instead of "TransformBlock.scale". See the syntax section of http://www.opengl.org/wiki/Interface_Block_(GLSL)
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    Yeah, a complete tutorial would be helpful, but 2...

    Yeah, a complete tutorial would be helpful, but 2 things that will be causing a black screen:

    1) You need to load the texture before drawing the triangle, not after (and only load it once).
    2)...
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    Loading a texture isn't enough, you need to draw...

    Loading a texture isn't enough, you need to draw some triangles too. Instead of loading the texture every frame (which will cause you too run out of memory the way you have done it), load the...
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    From t...

    From the OpenGL wiki:

    Instead you could use a 2D array texture for this. You'd use a sampler2Darray instead of sampler2D and include an extra term in your texture coordinate which indicates the...
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