Use glDrawBuffers () to tell which buffers to write to and not.
Type: Posts; User: tksuoran
Use glDrawBuffers () to tell which buffers to write to and not.
You can render unique color for each triangle (or vertex, if you want to select points) in each object. You will need to prepare a vertex attribute which will carry triangle ID color in each object,...
I was perhaps a bit too brief. I did mention cmake, and the idea is that you can make cmake to produce VS solution with proper project dependencies. You make all executable projects depend on the...
I was not replying to his post, I was replying to the whole thread.
I agree that libraries exist for a reason. However, I consider that an orthogonal to the build system. If you include...
See if you can find multisample EGL config, or something similar if your platform does not use EGL.
As it is, this tutorial is way too difficult to get to build.
In a tutorial like this - and any project really - building should work out of the box with a single step. In Visual studio this would...
I think you are on the right direction. Here are some tips:
You can optimize rendering quads by using a geometry shader.
You only want to render visible quads. If have cubes next to each other,...
Check your stride argument to glVertexAttribPointer() call. Stride "specifies the byte offset between consecutive generic vertex attributes".
If you use basic cylinders, there will be a crack if they are joined at an angle. You can fix this slightly by placing spheres at the joints, however, this is not perfect.
If you want a perfect...
Aliased wide lines in OpenGL have strange width definition. Width is counted as either vertically or horizontally, so if your lines are not completely horizontal or vertical, you probably don't get...
Bump. Could you please try to fix this?
If one generates some extra information during rasterization and uses it during smart filtering, wouldn't that make it legal to call this smart filtering anti-aliasing?
Oh I see now. I was looking at the post your link took me, the one by PiouPiou, while you probably meant the post by Dan Barlett.
The latter one uses COLOR=#333333 markup inside the code markup,...
I think that post simply does not use code markup.
Could we get the code markup fixed for dark theme, please?
Looks quite good. However, quotes and code blocks are unreadable, the show white font on light gray background.
For some people like me this is actually an accessibility issue and not just look and feel.
http://www.opengl.org/discussion_boards/profile.php?do=editoptions
says:
We are sorry, this content is not supported via the mobile style.
Yes please.
Before upgrade there was dark theme, I used it, and I was happy with it.
Strange how "Results 1 to 2 of 2" only shows 1 vote..
Please make a dark skin / theme available. I really need it. Thanks!
Also, if I switch to the advanced mobile theme on desktop (silly me) I am welcomed with an error page, and it takes a while to...
I've done this with an ID buffer, where I render unique color for each polygon. Once you know the polygon ID, computing and transforming polygon normal with CPU is easy.
Alternatively you can...
It can get a bit tricky. In windows, OpenGL function pointers are pixel format specific. By choosing a specific pixel format you can choose which accelerator you use. For each window you can only...
In my case, I have not enabled AF, I have AMD, and offset is 1/8192 instead. Could this be related?
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=310817#Post310817
OpenGL legacy fixed function API maintains the last values for both modelview and projection matrix. When you issue a draw call, it can combine these. But there is no separate model and view...
I don't think either flushes or readpixels should be involved. Why do you have those?
I would use one VBO, as there is less state changing. You can use glDrawElementsBaseVertex (when available) to select a base vertex for drawing, no need to adjust pointers.
How often you update...