Ok. So i found that the gl3w.c file is generated from the python script that came with gl3w repo, so I was able to edit that line in the script and change it to glXGetProcAddressARB, rebuild the...
Type: Posts; User: PrestoChung
Ok. So i found that the gl3w.c file is generated from the python script that came with gl3w repo, so I was able to edit that line in the script and change it to glXGetProcAddressARB, rebuild the...
How can I change the gl3w to use ARB instead of regular??
When I do 'scons' in the gl3w directory, it generates the gl3w.c file at the same time as libgl3w.so. So if I change gl3w.c at this...
Update:
So I found I had to disable integrated graphics in the BIOS in order to get the proper GL Context with the discrete graphics hardware.
But, when I have added back in 'gl3wInit()' (it...
Okay so now I added -lGL to the linker and I no longer get the error.
So far the only problem I notice is that I am getting a 2.1 context instead of a 3.x or 4.x...
Edit:
Hmm noticing that...
Trying to convert a project onto Linux that uses gl3w.
I have #include "GL3/gl3.h" and #include "GL3/gl3w.h"
I link to "-lgl3w" but I get this error on linking:
libgl3w.so: undefined...
I think the simpler solution is to use a different blend func.
I have something working right now with glBlendColor and glBlendFunc( GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA );
What's the simplest way to fade onto a scene from black?
I tried setting the clear color with a fractional alpha value but it still clears all the pixels to black.
The only way I know of is to...
It looks like a couple only occur once with glm::detail::ieee754_QNAN but some of them occur many times (these are just examples).
I found that matrix_projection is now part of matrix_transform so...
Hi
I recently reformatted and re-installed my IDE (MS Visual C++) and now I'm getting a large number of compiler warnings that I didn't get previously when including glm.hpp.
My solution so far...
Thank you Aleksander I did not know about the gl_ClipDistance[] built-in variable.
All I knew was that the near & far clip planes were a result of setting up a projection matrix.
I ran accross this symbolic constant in the glGet() spec:
"GL_MAX_CLIP_DISTANCES
params returns one value, the maximum number of application-defined clipping distances. The value must be at least...
Here's a new one. These are in gl3.h but querying with GetIntegerv leaves my GLint unchanged:
glGetIntegerv( GL_MAX_VERTEX_STREAMS, lint );
glGetIntegerv( GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, lint...
Edit: Mis-spelling in the man pages threw me off on this one. The have GL_DRAW_FRAMEBFUFER_BINDING instead of FRAMEBUFFER :eek:
Thanks for the quick reply :D
I suppose that's why the first 'format' it returns equals 0x83F0 which is not defined as anything in my gl3.h file?
I read in the manpages
"GL_NUM_COMPRESSED_TEXTURE_FORMATS
params returns a single integer value indicating the number of available compressed texture formats. The minimum value is 4."
When I...
Bah I figured it out
"vec4(inCoord, 0);" -> "vec4(inCoord, 1);"
:)
Hi I'm trying to draw a field of lines and these are my shaders:
vertex shader
#version 330
uniform mat4 uProjectionMatrix;
uniform mat4 uModelviewMatrix;
in vec3 inCoord;
If you have say, 2 programs, can I attach the same vertex shader to both and have a different fragment shader?
Then whenever I need to change fragment shaders I just call glUseProgram( ); and...
Oh goodie :) I thought it might have been deprecated for some reason.
I added two lines to my GL init function and it works fine now.
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA,...
Hmm I still get solid black pixels. I wonder do I need to handle this in the fragment shader?
If the color picked by the sampler2D() has an alpha value of 0.0, I suppose I must somehow blend with...
If I have a texture in 24-bit RGB format and I want to treat a color as 'transparent alpha', say magenta (ff00ff), is there a way to load into GL as an RGBA texture with an alpha channel? Or must I...
I ended up doing this. It seems to work correctly, maybe some sort of problem with wrapping on the bottom edge but this was just a quick exercise anyway so I'm happy with it :)
Thanks all for the...
Thanks I saw that. Unfortunately from what I read here, texelFetch doesn't support wrap either :\
Is this the spec you are referring to? http://www.opengl.org/registry/doc/GLSLangSpec.3.30.6.pdf
I couldn't find any reference to texelFetch in it by searching