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  1. Thread: Multiple windows

    by dukey
    Replies
    5
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    826

    In task manager the working memory set was...

    In task manager the working memory set was pushing 1gig. I could see the memory increase x amount as i clicked on another tab to draw more windows.
  2. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    826

    Okay I wrote the gui using multiple windows....

    Okay I wrote the gui using multiple windows. Paints about 32 small windows with opengl, each with it's own context. On my nvidia machine, the process usage is about 50meg for the whole app. On my ati...
  3. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    826

    The 'os' windows I want to be physically separate...

    The 'os' windows I want to be physically separate inside the program. I could fake it somehow filling in the gaps but would prefer not to do that.
  4. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    826

    Multiple windows

    Maybe a stupid question .. but I am thinking of writing a new app. But I would want something like 20 small double buffered opengl windows. With swap buffers and a 60hz refresh rate if I drew to them...
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    Pointer alignment

    I am sending some opengl commands over a network. Anyway when I unpack them from memory the pointers to the start of chunks of memory might not be DWORD aligned.

    For functions like...
  6. Draw pixels is generally pretty slow. Just create...

    Draw pixels is generally pretty slow. Just create a texture with the text on it. You can do this from the swap buffers function. Give it a random texture ID, instead of using an auto generated one....
  7. perhaps quad buffer only works in fullscreen mode...

    perhaps quad buffer only works in fullscreen mode ..
  8. Replies
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    wglSwapMultipleBuffers

    I just found this function in the header files.
    Why is it undocumented ? Does it work ? I assume it works like nvidia swap groups
    anyone tried this thing ?
  9. Replies
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    1,051

    Just render the scene twice. It's the easiest way.

    Just render the scene twice. It's the easiest way.
  10. Thread: GLdouble

    by dukey
    Replies
    3
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    2,822

    GLdouble

    Does anything in opengl work with double precision ?
    Ie if you load a matrix using glLoadMatrixd

    would it just internally be converted to a float matrix instead of double ?
  11. Replies
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    I would assume depthrange would only work between...

    I would assume depthrange would only work between the values of 0 - 1
  12. Replies
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    The reason people use typedefs is if you compile...

    The reason people use typedefs is if you compile your code on other platforms. For example int on 64bit platform could be 64bit. Instead of changing every instance of int in your code to a 32bit...
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    change to this should work .

    change to



    this should work .
  14. Replies
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    2,209

    glOrtho...

    glOrtho
    http://msdn.microsoft.com/en-gb/library/windows/desktop/dd373965%28v=vs.85%29.aspx
  15. Replies
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    This function sets the near and far clipping...

    This function sets the near and far clipping planes -1 and 1.

    So your values of
    (y+8 )*-1);
    are draw outside the viewing frustum
  16. Replies
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    maybe you want GL_LINE_STRIP

    maybe you want
    GL_LINE_STRIP
  17. Replies
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    1,946

    glDrawBuffer(GL_FRONT); // draw some stuff ...

    glDrawBuffer(GL_FRONT);

    // draw some stuff

    glFlush();

    glDrawBuffer(GL_BACK);
  18. if they map to the same z range, and depth...

    if they map to the same z range, and depth testing is enabled they will intersect
  19. Replies
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    actually in the good ol' days people simply did...

    actually in the good ol' days people simply did the rubber banding on the front buffer. No need for the copy to back buffer, and then another buffer swap. It was easy to undo as well as you just draw...
  20. Replies
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    you can continue to use display lists forever if...

    you can continue to use display lists forever if you are just using opengl 1-2
  21. You are seeing polygon gaps, which this is...

    You are seeing polygon gaps, which this is happening is a mystery.
  22. debugging shaders is hard I've done the old,...

    debugging shaders is hard
    I've done the old, debug to colour output. But when that's clamped to 0-1 can make it hard.
  23. For whatever reason lines produce (slightly)...

    For whatever reason lines produce (slightly) different depth values compared to polys, so you will see problems like this. Maybe rendering lines as polys instead of GL_LINES would work better....
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    my guess is you are writing to an RGBA output...

    my guess is you are writing to an RGBA output format, or you have the output size wrong somehow. The shifting like that makes me think you are reading 4 instead of 3 pixels.
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    I am not even sure how it would work in software...

    I am not even sure how it would work in software mode. How would you know which buffer you are starting to draw to, the left or right if it's simply done on timing. Surely you'd need some hardware...
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