After issuing a swap buffers command, I call glFinish(), which doesn't return until the vertical retrace. My only problem is that glFinish() ties up the processor, not allowing any other threads to...
Type: Posts; User: frink
After issuing a swap buffers command, I call glFinish(), which doesn't return until the vertical retrace. My only problem is that glFinish() ties up the processor, not allowing any other threads to...
Is it true that whenever glFinish() is called, it won't return until the pipeline is empty and the framebuffer has been antialiased? Does glFlush() perform the same as glFinish() except it doesn't...
I am running a multi-channel system, and the monitors are going to be placed side by side. I want the channels to be synchronized, and I have a plan, but I need to know how to reset the vertical...
I have an ATI Radeon 9700 Pro, which says that is supports 32 bit z-buffer. But when I try to create a rendering context with 32 bit z and 8 bit stencil, I end up with a 24 bit z and 8 bit stencil...
If I do the following in my code:
glBindTexture(GL_TEXTURE_2D, tex_obj_bind);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,...
I have a database that has tri-strips, triangles, quads, and polys. For each texture, I first draw all the triangles associated with the texture, then all the tri-strips associated with the texture,...
I'm using SIMD to transform my vertices, but I'm not seeing very much improvement with performance. I thought I would see a much bigger improvement in performance since I can do calculations on four...
I would like to have my program execute both OpenGL and DirectX calls together. Is this possible? Does anyone have any experience doing this? If so, do you have any helpful hints?