Hi all, in my IOS app Im getting a message with instruments
Instruments message -> Your application used non-interleaved vertex arrays in static vertex buffer objects (VBOs)
Everything renders...
Type: Posts; User: zed
Hi all, in my IOS app Im getting a message with instruments
Instruments message -> Your application used non-interleaved vertex arrays in static vertex buffer objects (VBOs)
Everything renders...
thanks for that Ilian
@kRogue yes Ive come across a few things with the powervr hardware that you have to do differently esp if you want to have decent performance
cheers arekkusu I think youre right I saw GL_OES_depth_texture & assumed shadowmapping is supported (as the original & most common usage of depth textures is shadowmapping), its a bit crazy why they...
@Ilian yes
float shadow = (v_shadowCoord.z / v_shadowCoord.w <= texture2DProj(TEX7, v_shadowCoord).x ) ? 1.0 : 0.0;
works but this is obviously gonna be much slower than
float shadow =...
Ta Ilian, I tried glTexParameterf same result
The programs compile & link even though this gets reported back (both IOS & simulator)
Validation Error: Program does not contain vertex shader....
Greetings long time no post,
I posted this on the apple developer website yesterday but seeing as they only appear to get 1 topic per day in the gl forum, the site looks a bit dead, Ill try here...
Thanks heaps guys that was it,
Im very surprised Ive never been bitten by this before
Gidday Im getting this error, when I add cubemaps to a program & compile & validate
Program validate log:
Validation Failed: Sampler error:
Samplers of different types use the same texture...
glMatrixMode(GL_MODELVIEW); // Not GL_PERSPECTIVE ! //
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
thats incorrect
it should be
glMatrixMode(GL_PERSPECTIVE);...
some nvidia cards have an issue with severe stuttering performance if u have nview enabled
This problem occurs both with opengl + d3d programs
if u have that enabled, disable it and rerun your...
yes, well I though Ild make the sample as east to read as possible
uniform mat4 WS;
uniform float scale;
void main(void)
{ vec4 vert = WS * vec4( gl_Vertex.x*scale,...
A user is also reporting a problem with uniforms on an ATI card (FWIW it works on nvidia) with latest drivers I think.
Heres the problem
uniform mat4 WS;
uniform float scale;
void...
cheers for the links Mikkel, pretty straight forward when u think about it
U might wanna recheck how max does its lines, heres my version (old I think max4)
this is with software rendering...
>>Would super-sampling help? If so, how to enable it?
you need to draw into a texture larger than the window eg 4x larger (use FBO or something)
and then draw that texture to window
as mfort...
but not surprising as a couple of ppl from nvidia have said display lists are the fastest method of drawing static stuff and not VBOs. Then again in that becnhmark DLs do seem a bit too fast, i.e. is...
does it flicker always or only when u use glviewport() or something else
possible causes of flicker
not using a doublebuffer window
not enabling vsync
yes thanks but as u see from the lines
wglCreateContext(0xa10114ea)
wglMakeCurrent(0xa10114ea,0x10000)
the GL context is created, so I dont know what the nvidia errors are coming from...
not likely as heres what a radeon reports (Its going wglMakeCurrent anyways)
wglChoosePixelFormat(0xaa0117ef,0x187024)=2
wglSetPixelFormat(0xaa0117ef,2,0x187024)=true ...
thanks guys, I suppose its possible that there isnt a valid context when this above code is called (I havent delved fully into what the SDL code does )
Im also getting the messages
...
The result from the code
SDL_VideoModeOK( application_window_width, application_window_height, application_window_bpp, sdl_surface_flags );
according to glIntercept is
...
Instead of glRead/draw pixels Youre better off creating a texture the same size as u want
and then using
glCopyTexSubImage2d(...) to copy from the screen into the texture + then drawing the...
that is correct, easily verifies with this code (+ move the cursor around the scene)
float depth;
glReadPixel( cursorx, cursory, GL_DEPTH_COMPENENT ..., &depth )
cout << depth << endl;
most...
I just had a quick look at mesa's glusphere(..) version
+ it uses immediate plus draws the sphere in parts i.e. the ends as triangle fans + the center.
Youre better off with your own sphere...
I think I wrote about this when this post was on opengl.org front page but comments doesnt seem to work (or behaves different to what I thought)
Sorry not much help, but have you tried disabling...
I think cause quads easier for ppl to understand + has nothing to do with what the hardware uses underneath (though its only in the last few years that modeling programs have started to use 3d...