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Type: Posts; User: zed

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  1. Thread: interleaved VBO

    by zed
    Replies
    0
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    1,366

    interleaved VBO

    Hi all, in my IOS app Im getting a message with instruments
    Instruments message -> Your application used non-interleaved vertex arrays in static vertex buffer objects (VBOs)
    Everything renders...
  2. Thread: IOS shadowmapping

    by zed
    Replies
    10
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    5,620

    thanks for that Ilian @kRogue yes Ive come...

    thanks for that Ilian
    @kRogue yes Ive come across a few things with the powervr hardware that you have to do differently esp if you want to have decent performance
  3. Thread: IOS shadowmapping

    by zed
    Replies
    10
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    5,620

    cheers arekkusu...

    cheers arekkusu I think youre right I saw GL_OES_depth_texture & assumed shadowmapping is supported (as the original & most common usage of depth textures is shadowmapping), its a bit crazy why they...
  4. Thread: IOS shadowmapping

    by zed
    Replies
    10
    Views
    5,620

    @Ilian yes float shadow = (v_shadowCoord.z /...

    @Ilian yes
    float shadow = (v_shadowCoord.z / v_shadowCoord.w <= texture2DProj(TEX7, v_shadowCoord).x ) ? 1.0 : 0.0;
    works but this is obviously gonna be much slower than
    float shadow =...
  5. Thread: IOS shadowmapping

    by zed
    Replies
    10
    Views
    5,620

    Ta Ilian, I tried glTexParameterf same result ...

    Ta Ilian, I tried glTexParameterf same result


    The programs compile & link even though this gets reported back (both IOS & simulator)
    Validation Error: Program does not contain vertex shader....
  6. Thread: IOS shadowmapping

    by zed
    Replies
    10
    Views
    5,620

    IOS shadowmapping

    Greetings long time no post,
    I posted this on the apple developer website yesterday but seeing as they only appear to get 1 topic per day in the gl forum, the site looks a bit dead, Ill try here...
  7. Re: Samplers of different types use the same textur ..

    Thanks heaps guys that was it,
    Im very surprised Ive never been bitten by this before
  8. Samplers of different types use the same textur ..

    Gidday Im getting this error, when I add cubemaps to a program & compile & validate

    Program validate log:
    Validation Failed: Sampler error:
    Samplers of different types use the same texture...
  9. Thread: Viewing Problems

    by zed
    Replies
    4
    Views
    1,251

    Re: Viewing Problems

    glMatrixMode(GL_MODELVIEW); // Not GL_PERSPECTIVE ! //
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

    thats incorrect

    it should be
    glMatrixMode(GL_PERSPECTIVE);...
  10. Replies
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    Re: Application is stuttering on every system...

    some nvidia cards have an issue with severe stuttering performance if u have nview enabled

    This problem occurs both with opengl + d3d programs

    if u have that enabled, disable it and rerun your...
  11. Replies
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    2,139

    Re: ATI, uniform initializers and explicit gradients

    yes, well I though Ild make the sample as east to read as possible



    uniform mat4 WS;
    uniform float scale;

    void main(void)
    { vec4 vert = WS * vec4( gl_Vertex.x*scale,...
  12. Replies
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    2,139

    Re: ATI, uniform initializers and explicit gradients

    A user is also reporting a problem with uniforms on an ATI card (FWIW it works on nvidia) with latest drivers I think.

    Heres the problem


    uniform mat4 WS;
    uniform float scale;

    void...
  13. Replies
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    2,783

    Re: Wireframe (line draw) and Z-Fighting

    cheers for the links Mikkel, pretty straight forward when u think about it

    U might wanna recheck how max does its lines, heres my version (old I think max4)
    this is with software rendering...
  14. Replies
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    9,490

    Re: How to anti-alias images shown as 2D textures?

    >>Would super-sampling help? If so, how to enable it?

    you need to draw into a texture larger than the window eg 4x larger (use FBO or something)

    and then draw that texture to window

    as mfort...
  15. Replies
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    16,166

    Re: VBO Tutorial ready for review!

    but not surprising as a couple of ppl from nvidia have said display lists are the fastest method of drawing static stuff and not VBOs. Then again in that becnhmark DLs do seem a bit too fast, i.e. is...
  16. Replies
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    1,440

    Re: multiple views Flicker

    does it flicker always or only when u use glviewport() or something else

    possible causes of flicker

    not using a doublebuffer window
    not enabling vsync
  17. Replies
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    Re: wglDescribePixelFormat function description

    yes thanks but as u see from the lines

    wglCreateContext(0xa10114ea)
    wglMakeCurrent(0xa10114ea,0x10000)

    the GL context is created, so I dont know what the nvidia errors are coming from...
  18. Replies
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    Re: wglDescribePixelFormat function description

    not likely as heres what a radeon reports (Its going wglMakeCurrent anyways)



    wglChoosePixelFormat(0xaa0117ef,0x187024)=2
    wglSetPixelFormat(0xaa0117ef,2,0x187024)=true ...
  19. Replies
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    Re: wglDescribePixelFormat function description

    thanks guys, I suppose its possible that there isnt a valid context when this above code is called (I havent delved fully into what the SDL code does )

    Im also getting the messages
    ...
  20. Replies
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    wglDescribePixelFormat function description

    The result from the code

    SDL_VideoModeOK( application_window_width, application_window_height, application_window_bpp, sdl_surface_flags );

    according to glIntercept is
    ...
  21. Replies
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    Re: Using glReadPixels and glDrawPixels

    Instead of glRead/draw pixels Youre better off creating a texture the same size as u want
    and then using
    glCopyTexSubImage2d(...) to copy from the screen into the texture + then drawing the...
  22. Replies
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    Re: FBO depth buffer confusion

    that is correct, easily verifies with this code (+ move the cursor around the scene)
    float depth;
    glReadPixel( cursorx, cursory, GL_DEPTH_COMPENENT ..., &amp;depth )
    cout << depth << endl;

    most...
  23. Thread: Efficiency

    by zed
    Replies
    3
    Views
    1,478

    Re: Efficiency

    I just had a quick look at mesa's glusphere(..) version
    + it uses immediate plus draws the sphere in parts i.e. the ends as triangle fans + the center.

    Youre better off with your own sphere...
  24. Re: Auto derivative problem for Nvidia GPU (ATI is OK)

    I think I wrote about this when this post was on opengl.org front page but comments doesnt seem to work (or behaves different to what I thought)

    Sorry not much help, but have you tried disabling...
  25. Thread: Quad vs Tri ??

    by zed
    Replies
    6
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    4,093

    Re: Quad vs Tri ??

    I think cause quads easier for ppl to understand + has nothing to do with what the hardware uses underneath (though its only in the last few years that modeling programs have started to use 3d...
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