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Type: Posts; User: JoshKlint

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    Uniform array names

    My understanding of GLSL uniform arrays is that they should be identifiable by both the name along, and the name along with the array index in brackets. For example, if I had this uniform array in my...
  2. Okay, 32 is no good. You need 128 matrices to do...

    Okay, 32 is no good. You need 128 matrices to do GPU skinning.
  3. Definition of MAX_VERTEX_UNIFORM_VECTORS with respect to Mat4s?

    According to the OpenGLES spec all implementations are guaranteed to support at least 128 elements in a uniform vector array:
    MAX VERTEX UNIFORM VECTORS  128 GetIntegerv...
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    Re: Uniform arrays in OpenGLES

    It's certainly one solution. You could also just upload each element individually.
    [/QUOTE]
    Ah, but you can't. The Galaxy Nexus won't recognize the uniform name with the indice appended...
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    Re: Uniform arrays in OpenGLES

    I just tested, and I'm right. On iOS, only the uniform with the suffix '[0]' is recognized. On the Galaxy Tab, only the uniform without the suffix is recognized. My solution is to never use...
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    Re: Uniform arrays in OpenGLES

    According to this, it's both, which makes sense:
    http://www.opengl.org/wiki/GLSL_Uniform

    I swear it wasn't working on iOS. Can anyone comment on this?
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    Uniform arrays in OpenGLES

    In my fragment shader, I have a uniform array like this:

    uniform mediump vec3 lightdirection[4];

    On iPhone 4, iPad 2, and HTC Evo, I use the string "lightdirection[0]" to set the uniform value...
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    Re: EXT_occlusion_query_boolean on Android

    I think I found the answer. You have to use Android 2.3 or greater to get extra extensions:
    http://stackoverflow.com/questions/6970725/android-opengl-es-all-extensions-supported
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    Re: EXT_occlusion_query_boolean on Android

    That's not a problem, the code is already set up to not use occlusion if the extension isn't supported.

    I tried replacing gl2ext.h in the NDK with the one found here:...
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    EXT_occlusion_query_boolean on Android

    I added support for EXT_occlusion_query_boolean on iPhone:
    http://www.khronos.org/registry/gles/extensions/EXT/EXT_occlusion_query_boolean.txt

    But can't find it in the ndk version 9 gl2ext...
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    Re: gl_VertexID in GLSL 120 on OSX?

    That should really be corrected then.
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    gl_VertexID in GLSL 120 on OSX?

    I get this error with a 120 GLSL shader in a GL2 context, on OSX Lion:

    Yet the docs say gl_VertexID has always been supported:
    http://www.opengl.org/sdk/docs/manglsl/xhtml/gl_VertexID.xml
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    Re: OpenGL 3.2 in OSX 10.7

    FYI I got word back from the driver dev team, and apparently I am not sharing textures between contexts correctly. So AFAIK this will work, although I haven't implemented the fix yet.
  14. Re: Apple capability matrix updated for MacOS 10.7

    I have a Radeon HD 3870 in my Windows machines right now, and it supports 8x color and depth texture samples. So either the cards they used in iMacs are slightly different, or it's a limitation of...
  15. Re: Apple capability matrix updated for MacOS 10.7

    That's odd that the ATI cards only support one depth sample. You can't do deferred MSAA with only color multisampling. My ATI 3870 supports at least 8x texture samples for color and depth.
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    Re: glDrawElements causes GL_INVALID_OPERATION

    Yeah, what happened was the Mac file paths weren't correct, and in OpenGL 3 there is no error emitted when a shader is compiled with no objects attached, so it never even occurred to me that could be...
  17. Re: So what do you guys think of Apple's 3.2 drivers?

    Possible, but my OpenGL1 renderer uses basically the same code, and it works fine.

    int attribs[]={
    NSOpenGLPFAAccelerated,
    kCGLPFADoubleBuffer,
    ...
  18. Re: So what do you guys think of Apple's 3.2 drivers?

    It renders one frame, then the object on screen disappears for a few seconds, then it renders another frame every five seconds or so. I think it's updating the whole time, but for some reason the...
  19. So what do you guys think of Apple's 3.2 drivers?

    I had a few small problems I fixed, but when I tried running my deferred renderer on OSX Lion, it has...abnormal...graphical output, with no OpenGL errors.

    What's your experience with Apple's 3.2...
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    Re: glDrawElements causes GL_INVALID_OPERATION

    FYI, this comes before the code above:

    //Create default vertex array
    GLuint vao;
    glGenVertexArrays(1,&vao);
    glBindVertexArray(vao);
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    Re: glDrawElements causes GL_INVALID_OPERATION

    I reduced my code down to this:

    float vertex[9];
    GLuint buffer;
    GLuint target = 0;

    //Create vertex buffer and set data
    ...
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    Re: glDrawElements causes GL_INVALID_OPERATION

    I create and bind a single vertex array object when the program starts. That seems to be enough to make ATI and NVidia drivers happy on Windows.

    The error occurs directly after the call to...
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    glDrawElements causes GL_INVALID_OPERATION

    Any call to glDrawElements or glDrawArrays in OpenGL 3.2 in OSX Lion will produce the GL_INVALID_OPERATION error.

    Here are the docs for this command:...
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    Re: So where's an example tessellation shader?

    I can't find the example I used now, but when I got it, I got it pretty quickly:
    http://leadwerks.com/werkspace/uploads/1299536611/gallery_1_1_191468.png
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    So where's an example tessellation shader?

    I've got my engine set up to handle tessellation shaders. I can't seem to find a GLSL example anywhere. Where can I find one?
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