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Type: Posts; User: hlewin

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  1. For simplicity - try putting the cylinder in a...

    For simplicity - try putting the cylinder in a display list.
    More advanced: Generate the geometry by yourself and put the Vertices into buffers and draw from there.
  2. That's likely because the handling of a collision...

    That's likely because the handling of a collision in one frame sets you in or beyond a wall in the next frame. The resulting velocity-vector is not checked for where it takes you. Imagine a huge...
  3. Then I have lost my bet, I guess. I'd have...

    Then I have lost my bet, I guess. I'd have supposed the result is not the same.
    Another idea I'd try is to accumulate the collision-normals from each wall to get the overall-collision-normal and...
  4. What i meant to say is to accumulate the...

    What i meant to say is to accumulate the subtrahends in the loop and to subtract this result from velocity, instead from subtracting them in-place. This should not be very much less permant.
  5. These are the kind of things I really have no...

    These are the kind of things I really have no understanding for. If I'd imagine a huge concern like the AMD corporation I'd think they would be able to convert large points at least to quads, even if...
  6. This is because you don't check the resulting...

    This is because you don't check the resulting velocity-vector after the second collision again versus the first wall. I'm not sure ad-hoc how this could be solved. Maybe using the same...
  7. Do you actually have a real problem or do you...

    Do you actually have a real problem or do you just wonder there are so many handles?
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    You have to use the data-type ...

    You have to use the data-type


    MyBitmap->SetPixelData(0,h,Ww,Viewport_Line,GL_RGBA);

    expects in glReadPixels. As you are allocating Uchars this may be GL_UNSIGNED_BYTE. You are sure you want...
  9. That would really be a hard issue. Sadly I cannot...

    That would really be a hard issue. Sadly I cannot reproduce the exception anymore. But my thought would be that if the stack got messed up the program flow would not be normal afterwards. The...
  10. That won't lead anywhere I guess. Despite the...

    That won't lead anywhere I guess. Despite the fact that it would likely take 10000 "continue"-clicks to catch the exception, now that it suddenly seems to have fixed itself. No - those pointers are...
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    Yes, that is the part I understood. But your...

    Yes, that is the part I understood. But your code:



    glViewport((GLsizei)0,(GLsizei)0,(GLsizei)Ww,(GLsizei)Hh);
    glClearColor(0.0,1.0,0.0,1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    That is setup...
  12. No, that beast was thrown somewhere deep in...

    No, that beast was thrown somewhere deep in nvogl. Seemed all right. Doesn't even do anything except open up the exception handler built into the IDE.
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    What are you trying to do there? I'd suggest...

    What are you trying to do there?
    I'd suggest reading
    http://wiki.delphigl.com/index.php/glReadPixels
    and
    https://www.opengl.org/sdk/docs/man2/xhtml/glDrawPixels.xml
    That code does not make sense...
  14. Dunno - what do you mean? Is it possible that the...

    Dunno - what do you mean? Is it possible that the DeleteTextures-call triggers something else that leads to the exception (like the driver shifting around stuff because some mem got freed)? The...
  15. Thread: Drawing grid

    by hlewin
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    You could simply draw a quad for each cell....

    You could simply draw a quad for each cell.
    Something like


    glBegin(GL_QUADS);
    glColor(1,1,1);
    glVertex2f( x, y ); glVertex2f( x+cellSize, y );
    glVertex2f( x+cellSize, y+cellSize );...
  16. Before as destroying the window would destroy the...

    Before as destroying the window would destroy the rendering-context the textures live in I guess. The exception popped up once or twice again since it seemed to be gone. This is quite mysterious....
  17. Just for information: The problem disappeared....

    Just for information: The problem disappeared. Not that I did change anything that should have solved this...
    This somehow leaves a bad taste.
  18. glDeleteTextures() throws "An invalid HANDLE was specified"-exception C0000008

    Hello!
    I'm kinda ashamed to ask this question, but:
    In one of my projects, during the cleanup-routine, glDeleteTextures() throws the exception mentioned above IF running it from within Visual...
  19. Thread: Feedback window

    by hlewin
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    2,171

    I would be hesitant of a public two-way dialogue....

    I would be hesitant of a public two-way dialogue. A one-way dialogue would enable whoever had an open ear to make a cross collecting the statistics of what is wanted by developers and maybe make a...
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    Okay. Thank you. I've often asked myself the...

    Okay. Thank you.

    I've often asked myself the question if there're documents publicly available that describe the actual functionality of graphics-hardware in how they work exactly. There seems to...
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    I cannot help myself but post this: This really...

    I cannot help myself but post this: This really sounds clever.
    Sorry - no idea...
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    That's clear. Nonetheless the extension you...

    That's clear. Nonetheless the extension you linked is a proof that thought has already been spent on the issue be it for whatever reason.
    Altough - that's an oppinion - I'd say that - if going to...
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    Setting blending-function in GLSL

    Hello!

    Would it be possible to set the blending-functions to be used for a fragment from withing a fragment shader to allow constructs like


    if(someCondition) gl_DstBlendFactor = X;
    else...
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    I could nearly fix this by using a...

    I could nearly fix this by using a highp-precision qualifier. The strange thing is this seems to be caused by a quite simple calculation:
    Delta = (scalar1 - scalar2) / 4.0
    and not by the...
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    Didn't seem to be worth the trouble, you're...

    Didn't seem to be worth the trouble, you're right. I'm sorry.
    That few mb of additional memory that could potentially have been saved won't hurt so much I guess.
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