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Type: Posts; User: xerzi

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    glTexImage2D Error?

    Basically have this:



    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    ...
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    Mat4x3 Uniform Registers?

    I remember reading that mat4x3 takes 1 more register than mat3x4 as it stores it as 4 columns of vec3. At least i can't seem to find anywhere to confirm this anymore. Has this changed in the spec at...
  3. Thread: Fixed Pipeline

    by xerzi
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    Fixed Pipeline

    Any API out there that provides some of the same fixed pipeline functionality for opengl 3.3+ ? It was useful for drawing debug information with lines and such. Having a nice API that handles all the...
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    Which Spec to Use ?

    What specification version of GLSL would you recommend to use ? I believe they changed quite a bit from what I can recall from Opengl 2.0. Also what's the latest version of GLSL which has the least...
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    @thokra Arrays were existent in the C89...

    @thokra

    Arrays were existent in the C89 standard which C++ is built on and supports so they should be equivalent in this regard.
    An array is not a pointer though, an array can be converted to a...
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    Passing Data through OpenGL API

    Well I've just been thinking about some implementation details lately and how data is passed through the OpenGL API. Well most math API and such define a vector (including GLM), at least a simplified...
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    GL_SMOOTH_POLYGON was the culprit for the...

    GL_SMOOTH_POLYGON was the culprit for the artifacts.

    I still need help with the blending:




    // draw lightmap

    glEnable( GL_BLEND );
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    multipass blending wireframe artifact

    I have two draw functions that both use glsl shaders, one renders a texture and the other a lightmap. When I draw the texture first than modulate the lightmap onto it everything is fine but when I...
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    Implementing a Dynamic Shader System

    Well the closest I could discribe what I am looking at implementing is something like Unreal Engine 3, which has has a program which implements a "linked" block system. Each block is used to define...
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    Re: Using same Vertex shader

    Thanks for the help, my nvidia card (8600) does have GL_ARB_separate_shader_objects but my ati card (3650 mobility) doesn't.

    I am planning on using one program, rather than having thousands, with...
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    Re: Using same Vertex shader

    I'm using an ATI but I was hoping to have it be used on pretty much any gpu.

    So any other suggestions to how to use many shaders? There isn't really a whole lot of information on it, almost any...
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    Re: Using same Vertex shader

    Well I'm targeting opengl 2.0 right now. Not sure what you mean by separable programs, could you elaborate on that please.

    How efficient are the glAttachShader and glDetachShader functions? That...
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    Using same Vertex shader

    Well I was wondering if there was a way to use the same vertex shader across multiple programs. For example I need about 20 programs and each of them use the same vertex shader. So rather than...
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    Cube map Texture Coordinates

    I'm trying to render each side of a cube map onto a flat texture but I don't know how cube map uv mapping works.



    //bind cube map texture

    glBegin(GL_QUADS);
    glTexCoord3f(1, 0, 0);...
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    Getting location of variable in shader

    Say I am using the same fragment/vertex shader for multiple programs, so something like this:



    GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
    //initialize fragment shader

    GLuint progA =...
  16. Thread: Bsp tree

    by xerzi
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    Bsp tree

    I was looking at this article (link below) but it seems all the links to sample code are dead. I was wondering if someone may have an updated link to the sample code?
    ...
  17. Thread: Multithreading

    by xerzi
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    Re: Multithreading

    Yes I know it's incorrect which is why I am posting for help, sorry for posting in the wrong subsection. Which may have confused you.



    Thanks for pointing that out except my code isn't setting...
  18. Thread: Multithreading

    by xerzi
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    Re: Multithreading

    I'm talking about animation data that I have set up. I have a basic structure:


    struct{ vec3 position; quaternion rotation; };

    Which is set by my physics thread, it does all the blending...
  19. Thread: Multithreading

    by xerzi
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    3,140

    Re: Multithreading

    That wasn't exactly what I was asking, yes the second thread does not use any opengl, the problem is I'm not sure how to render while another thread is editing data that is also used for rendering.
  20. Thread: Multithreading

    by xerzi
    Replies
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    3,140

    Multithreading

    So I have my main program thread which does all my opengl rendering and camera calculations, but than I also need another thread that runs at a set fps. Basically like a physics thread so that I can...
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    Re: IK Points Skeletal Animation

    I was looking more for the mathematics behind it. Sorry that wasn't the best example. I need the math behind IK points as I'm generating certain animations, such as the acceleration and deceleration...
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    IK Points Skeletal Animation

    I am currently making animations and I was wondering if anyone could offer some insight and possibly some reading material on IK points that helped them. I am wanting to do something basic such as...
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    Re: Wireframe and GL_TRIANGLE_STRIP

    It'd seem that is only supported from opengl 3.1 and later, which it seems isn't supported by my drivers/card. If there is no other method I guess the best solution would be to generate new indices?
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    Check for invalid Sampler

    Is there I can check to see if a sampler is with a valid range for example if I pass "-1" in as a parameter for a sampler would there be a way to check if its -1 and instead default to a color?

    ...
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    Wireframe and GL_TRIANGLE_STRIP

    I was wondering if there was a way to render wireframe differently for a gl_triangle_strip as not all the triangles are connected side by side I get this and it looks pretty messy when there are a...
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