Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Bruce Merry

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. Replies
    12
    Views
    13,917

    Re the difference between OpenCL and OpenGL...

    Re the difference between OpenCL and OpenGL compute shaders: compute shaders are easier to use if you need to add a bit of compute to an OpenGL application, because you don't need to deal with all...
  2. Replies
    1
    Views
    924

    Re: Unexpected shader behaviour

    The most likely explanation for your symptoms would seem to be that the renderPass uniform isn't being set correctly for some reason. Perhaps call glGetUniform after setting the uniform to check that...
  3. Replies
    165
    Views
    539,226

    Re: Official feedback on OpenGL 3.1 thread

    The name for the header file is largely an arbitrary choice. <GL3/gl3.h> matches OpenGL ES conventions (the header file for OpenGL ES 2.0 is <GLES2/gl2.h>).
  4. Replies
    19
    Views
    15,678

    Re: Drivers instead of Implemntation

    You mean something like this?
  5. Replies
    14
    Views
    3,425

    Re: GLSL and Texture Coordinates Problem

    The original code ought to work. With the programmable pipe, texture coordinates are just a handy varying variable that OpenGL provides. There is nothing special that happens between the vertex and...
  6. Re: Physical reason of texture size limitation

    Your wish has been granted: GL_EXT_texture_buffer_object .
    On the other hand, you will need a DX10-level card, and last time I looked NVIDIA didn't have driver support.
  7. Replies
    11
    Views
    1,085

    Re: Simple frame by frame antialiasing?

    I can't see why glAccum should kill an app, but maybe check that the pixel format has a non-zero number of accumulation bits?
  8. Replies
    16
    Views
    2,624

    Re: Transform feedback to Texture

    Don't trust glGetBufferSubData - it's broken in recent NVIDIA drivers and they aren't planning to fix it before 100.xx (!?!). I've had to work around this by mapping the buffer and doing a memcpy.
    ...
  9. Replies
    16
    Views
    2,624

    Re: Transform feedback to Texture

    This seems like a roundabout way to do things, unless you also want the data in a VBO. Why not just ignore transform feedback, bind the texture into a framebuffer object and render to it? You would...
  10. Replies
    11
    Views
    1,085

    Re: Simple frame by frame antialiasing?

    I seem to remember hearing that accumulation is done in software, and that it is likely to be layered on in Longs Peak.
  11. Re: Convolution performance w/ non-separable filters

    If you don't want to go the full FFT route (which I think can and has been hardware accelerated BTW), consider just a brute force Fourier Transform. It's a separable process, so by computing the FT...
  12. Replies
    2
    Views
    367

    Re: glTexImage2D unable to set border

    If you can't get borders to work, try using GL_CLAMP_TO_EDGE instead of GL_CLAMP. It won't give perfect filtering, but it should make the seam a lot less visible.
  13. Replies
    6
    Views
    1,382

    Re: GL_POINTS, texture3D and vertex shader

    Any particular reason you're doing this in the vertex shader and not the fragment shader? That would be a lot more generic.
  14. Replies
    10
    Views
    1,844

    Re: hardware skinning how-to

    It's possible that you're getting a matrix transposed - I notice that your code assumes post-multiplied matrices (v * M) while OpenGL conventionally uses pre-multiplied matrices (M x v).

    If you...
  15. Replies
    5
    Views
    288

    Re: Advice on implementing a timer

    clock() and time() are not the same thing - the first measures CPU time while the second measures real time. Real time is probably want you want if you want a constant simulation speed.

    On UNIX,...
  16. Replies
    2
    Views
    312

    Re: Depth Texturing

    As far as I know, there is no way to modify depth during rasterisation without using a shader, so it will have to be a glDrawPixels-like approach. If you have GL_EXT_framebuffer_blit it might be...
  17. Replies
    3
    Views
    295

    Re: Opengl Fundamental alignment problem

    Don't confuse pixels with points. A pixel is a little rectangle, so claiming that the blue rectangle is the origin is meaningless (the origin is the bottom-left corner of the blue rectangle).

    In...
  18. Re: FBO -> PBO -> VBO for render to vertex array

    I think some early versions of GL_EXT_framebuffer_blit were broken in that binding GL_FRAMEBUFFER_EXT would only bind the draw framebuffer and not the read framebuffer. If your driver supports this...
  19. Re: cgSetErrorCallback function and VS2005

    cgSetErrorCallback takes a function pointer and not a pointer to member function. The two absolutely cannot be interchanged (for one thing, a member function expects to receive a "this" pointer).
    ...
  20. Replies
    8
    Views
    766

    Re: large textures

    That isn't specified by the standard. If the driver cannot allocate the memory it will generate a GL_OUT_OF_MEMORY error.

    I think most drivers should be able to use system memory for textures, and...
  21. Replies
    12
    Views
    2,021

    Re: GLX protocol

    It might seem a little less confusing if you realise that GLX really two things: an API and a protocol. Any OpenGL app running on X is going to use the GLX API, to create contexts, connect OpenGL to...
  22. Re: Thread friendly GL_COMPILE through gl{Pause/Resume}List()

    There is a difference between objects in the programming language and objects in the API. OpenGL has had texture objects since 1.1. Long Peaks is going to change the way objects are handled in the...
  23. Replies
    14
    Views
    792

    Re: Interactive Scale & Bias

    If scale > 1, you can get more range by dividing it by 4 and setting GL_RGB_SCALE to 4.0. With your current code you can do that on each stage to handle scales up to 16.

    If you're having clamping...
  24. Replies
    6
    Views
    736

    Re: Image Manipulation

    Sounds like it should work. The only thing that might go slightly wrong is that the frustum will change relative to the geometry, which can affect non-linear vertex operations (like per-vertex...
  25. Replies
    7
    Views
    501

    Re: Nonplanar texture coordinates

    I have no idea what is meant by "non-planar texture coordinates", but the only reason I can think of that clipping a triangle should affect things is if a vertex shader does some non-linear...
Results 1 to 25 of 44
Page 1 of 2 1 2