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Type: Posts; User: OneSadCookie

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    Re: About number of texture image units

    http://bugreport.apple.com/
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    Re: gldGetTextureLevel

    Some internal driver function. It's almost certainly not the actual culprit anyway, due to symbol stripping.

    Use the OpenGL profiler and OpenGL driver monitor for detailed information about where...
  3. Re: Problem with user interaction and OpenGL

    You should not call glFlush(). It's a performance penalty with no benefit.

    If you're double-buffered, [openGLContext flushBuffer]; If not, you should be.
  4. Re: Can I draw to 2 viewports with one OpenGL context?

    Using one view is fine. You'll need to glScissor as well as glViewport [on some hardware?]
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    Re: Stencil Buffer Replacement

    iPhone & iPT have render-to-texture via OES_framebuffer_object if that's what you're wanting?
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    Re: shader & asynchronous

    most of OpenGL is already asynchronous, you don't have to do anything except avoid the few calls (eg. glFinish, glReadPixels) which are synchronous.
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    Re: Sample use of shaders on Linux

    GMA 9xx *hardware* supports GLSL; whether your drivers do is a different matter. I don't know about Linux. It does on Mac OS X. It doesn't on Windows. Since you're on Linux, use glxinfo to find...
  8. Re: Relational Operators + Vectors: What's the deal?

    I assume because they thought < should return a single bool, and couldn't see what that meant for a vector? What's wrong with the lessThan function?
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    Re: Fullscreen, Displays, Virtual Screens

    I believe you need two full-screen contexts, one for each display, or one windowed context (which might nevertheless cover the full screen) crossing both.
  10. Re: floating point 3d texture on nvidia 8600 (MacBook)

    File a bug report at http://bugreport.apple.com/
  11. Thread: glext

    by OneSadCookie
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    Re: glext

    Just use the system glext.h. If it's not in there, it's not supported.
  12. Thread: glew file

    by OneSadCookie
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    Re: glew file

    If it builds correctly in debug, a) make sure you've turned ZeroLink off if you're using Xcode 2.5 or earlier, and b) try copying your target settings from the "Debug" configuration to the "Release"...
  13. Thread: glew file

    by OneSadCookie
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    Re: glew file

    The last lot are OpenGL, clearly your "-framework OpenGL" hasn't stuck.
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    Re: multiple monitors and glsl

    If you don't specify a renderer when you create your context, I believe the OS will attempt to migrate your GL stuff between cards at appropriate times. You receive a notification when this happens,...
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    Re: glut installed won't complie

    _APPLE_ won't be defined. Check for __APPLE__ instead.
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    Re: glut installed won't complie

    You need to stick a #include <GLUT/glut.h> at the top of main.cpp
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    Re: FBO + multisample and blitting

    They are supported on ATI Radeon X1k and Radeon HD 2k cards on 10.5.2 + LGU1, but not on NVidia. http://homepage.mac.com/arekkusu/bugs/GLInfo.html
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    Re: iPhone OpenGL ES Simulator

    iPhone SDK is still covered by NDA, so nobody should be answering your question on a public forum like this one ;)
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    Re: glReadPixels/gluUnProject/cocoa

    Mouse coordinates in Carbon are from the upper left of the window; in Cocoa, from the lower left. Perhaps that is confusing the issue?
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    Re: performance

    My understanding is that in full-screen mode, the window server relinquishes a bunch of GPU resources, giving your program near-complete control over the graphics card.

    Obviously, other background...
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    Re: Threaded rendering using NSOpenGLView?

    I don't think NSOpenGLView issues CGLLockContext itself, so I don't think it will block. Could be wrong though, it's a while since I've checked.
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    Re: Threaded rendering using NSOpenGLView?

    NSOpenGLView will call -drawRect: on itself whenever it feels like it, so I don't think your method will work.

    You should probably create an entirely new GL context for the secondary thread, using...
  23. Re: OpenGL Profiler for the GeForce 8800 GT ?

    Are you talking about the Apple developer tool (in which case it's included with Xcode) or something else?
  24. Re: Are EXT's necessary for FBO use in OpenGL 2.1?

    FBOs and PBOs are unrelated. PBOs were promoted to the core in 2.1, FBOs were not.
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    Re: Developing OpenGL under Xcode 3.0

    http://blog.onesadcookie.com/2007/12/xcodeglut-tutorial.html
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