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Type: Posts; User: genzm19

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  1. Replies
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    First I did not know you had to unmap first......

    First I did not know you had to unmap first...
    So here is an update of the code:

    int main() {
    glewExperimental=GL_TRUE;
    glewInit();
    GLuint BUFFER;
    glGenBuffers(1,&BUFFER);...
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    As the current problem of this thread is no...

    As the current problem of this thread is no longer related with the subforum and the title topic, I've created a new thread in the right forum.
    Anyway, a great thanks to Alfonse Reinheart, who has...
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    drawing individual pixels with opengl

    Hy,
    As the title suggests I wanted to draw individual pixels to the screen. I've come a long way, but this is the essential code I've got now:


    int main() {
    glewExperimental=GL_TRUE; ...
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    Just one more paramtere edit and it worked: ...

    Just one more paramtere edit and it worked:

    glGenBuffers(1,&BUFFER);
    glBindBuffer(GL_PIXEL_UNPACK_BUFFER,BUFFER);
    glBufferData(GL_PIXEL_UNPACK_BUFFER,WIDTH*HEIGHT,NULL,GL_DYNAMIC_DRAW);...
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    So the "error: missing GL version" is fixed. I...

    So the "error: missing GL version" is fixed. I created my openGL context after the glewinit. didn't notice...
    Anyway, to continue, this call:


    unsigned char* buffer_map = (unsigned char*)...
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    I was just about to edit my post. so I didn't...

    I was just about to edit my post. so I didn't have any initation code...

    Anyway, what I found on your (link but I just had found that myself):

    glewExperimental=GL_TRUE;
    GLenum...
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    Ok, I solved the unresolved symbol problem....

    Ok, I solved the unresolved symbol problem. Stupid of me...

    Anyway, I started the code, and I got an acces violation on the second line:


    GLuint BUFFER;
    glGenBuffers(1,&BUFFER);

    I don't...
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    Sorry, I've been away for a while. I've just...

    Sorry, I've been away for a while. I've just started again. This is what I got so far:



    int main() {
    GLuint BUFFER;
    glGenBuffers(1,&BUFFER);
    glBindBuffer(GL_READ_FRAMEBUFFER,BUFFER);...
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    Ok, I'm kind of stuck on a few parts... First,...

    Ok, I'm kind of stuck on a few parts...

    First, how is color data formatted in OpenGL? I've read this, http://www.opengl.org/wiki/Image_Format. But this doesn't really help. It's just so I can know...
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    So just to be clear, what you're saying is that...

    So just to be clear, what you're saying is that all speed is coming from the fact that OpenGL works on the graphics card?



    As my project is still in a very early development stage, I've...
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    Well, I do think I'm ready for that. I think you...

    Well, I do think I'm ready for that. I think you underestimate me.
    Here is my target: I've figured out a way to calculate geometry and objects very easy and very fast. So I can get the data for a...
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    OK, I just read about OpenGL's pixel buffer...

    OK, I just read about OpenGL's pixel buffer objects. Is this an interessting subject?
    If I would store my pixel data in a PBO, and than somehow display this, would this be faster?
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    Ok, I think I understand that. Just a few more...

    Ok, I think I understand that. Just a few more things that came in my mind:

    So how does OpenGL work with this? Because as far as I know, OpenGL does not only update the pixels that changed. When...
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    Calculating all pixels in a frame

    Hy,
    I didn't know if this is the right forum or the right category to post this thread, so please move this thread if necessary, or point me to a more relevant forum.
    Anyway, here is my question:
    ...
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    Thanks for the response. You were right about the...

    Thanks for the response. You were right about the glActiveTexture(). I didn't have it. But apperently my problem is with the sfml library that I'm using instead of openGL. So I will be asking there...
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    I allready know which triangles are associated...

    I allready know which triangles are associated with which textures (When loading quads are instantly converted to triangles). And each time a new texture is needed I use the...
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    using multiple textures

    Hy,
    I'm fairly new to OpenGL. I'm running into a problem with multiple textures:
    I'm creating a game. For this, I'm loading in models from external files. All the materials and vertices are loaded...
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