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  1. Can you be more specific about what doesn't work?...

    Can you be more specific about what doesn't work? Right now you've just given a code dump and asked others to debug it for you; that generally isn't going to get a good response.
  2. I need to take issue with some of the assertions...

    I need to take issue with some of the assertions in your original post.

    Firstly, you don't need to write a partial C parser for the GLsizei parameter. You just need to use an XML parser. The...
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    Correction - you actually can. The document at...

    Correction - you actually can.

    The document at http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf includes information on the...
  4. You should never ever ever use Sleep calls to...

    You should never ever ever use Sleep calls to control framerate. Sleep only guarantees a minimum time to sleep for, and it may actually sleep for any arbitrary amount of time longer. The time...
  5. Is this C/C++ or C#? If the former, is it...

    Is this C/C++ or C#? If the former, is it managed C++ or native code?

    Either way, it's important that you resolve these difficulties before you even think about alternative libraries, because...
  6. Absolutely no way. You need an IDE and...

    Absolutely no way.

    You need an IDE and compiler that's reasonably free of bugs so that if something weird does happen you can be certain that it's your own code and not an IDE/compiler bug. This...
  7. Why you shouldn’t use Dev-C++...

    Why you shouldn’t use Dev-C++
  8. 1 / 0.01 = 100fps - so that's your theoretical...

    1 / 0.01 = 100fps - so that's your theoretical maximum. You need to check out that "almost nothing" - all it needs is another 0.006666 seconds for it to limit you to 60fps. Also cross-check the...
  9. You need to be a little clearer on what your...

    You need to be a little clearer on what your requirement is. When you say "100 lights" do you actually mean 100 in the entire scene (or even the entire map) and with maybe only 2, 3 or 4 affecting...
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    Direct3D. I notice that you said "graphics...

    Direct3D.

    I notice that you said "graphics library". OpenGL is not a graphics library. All that it does is specify an interface by which your program may tell your graphics card what to draw -...
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    Maybe you should read some documentation or...

    Maybe you should read some documentation or tutorials before you go hacking at code. OpenGL may have a reputation for being easy, but that doesn't mean that you get to skip reading documentation.
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    Just to be really clear to you. This behaviour...

    Just to be really clear to you.

    This behaviour you get is not part of the way OpenGL behaves. You have a bug (or oversight/omission) in your own code that's causing it, and without seeing your...
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    Try using a perspective projection instead.

    Try using a perspective projection instead.
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    This is specified by your glVertexAttribPointer...

    This is specified by your glVertexAttribPointer call; the relevant parameters are:

    size: in this case it looks like 4 components (x, y, z and w) per vertex.
    type: GL_FLOAT here.
    stride: the...
  15. D3D has supported binary shaders since pretty...

    D3D has supported binary shaders since pretty much forever by using a two pass compilation model.

    The first pass takes the high level shader source code and converts it to hardware-independent...
  16. If you also have a stencil buffer you should...

    If you also have a stencil buffer you should always (unless you have a very good reason not to) clear that at the same time as depth; this will enable your driver/GPU to do a faster clear. Remember...
  17. Are you quite sure that this is a memory leak? ...

    Are you quite sure that this is a memory leak? Your GL driver may be doing some internal allocations of it's own and for it's own purposes - does this happen for every call to SwapBuffers or does it...
  18. This doesn't make sense. Uniform locations are...

    This doesn't make sense. Uniform locations are assigned at link time, so this is a link-time-only issue. There are no performance implications at run-time from it. The only reason I can see for...
  19. I think it's an awesome idea, but instead of...

    I think it's an awesome idea, but instead of starting at a random location and going sequentially from there I'd suggest that each uniform location be completely random, if possible. And not just in...
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    You're misunderstanding. What I'm talking about...

    You're misunderstanding. What I'm talking about is a mesh that may be composed of multiple strips and fans, not changing the vertex format. That's a "my bad" though as using "primitive type (i.e...
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    Remember too that the point of using indices is...

    Remember too that the point of using indices is not just to save memory; saving memory is actually a fairly minor factor in overall performance here. The point of using indices is to enable you to...
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    Since blending is still in fixed function...

    Since blending is still in fixed function hardware this would require a new hardware revision to support, which makes it kinda inappropriate for an API feature suggestion. As Alfonse correctly...
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    http://www.opengl.org/discussion_boards/showthread...

    http://www.opengl.org/discussion_boards/showthread.php/181681-Mountain-View-%28SNOW%29?p=1250733#post1250733

    No need to cross-post; once is enough.
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    It's still something you can't tell customers to...

    It's still something you can't tell customers to do. Customers hate being told to do this kind of thing - they may have their own requirements to have automatic updates enabled, and now your program...
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    This is actually a driver bug; it shouldn't...

    This is actually a driver bug; it shouldn't crash, it should just set an error: http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
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