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Type: Posts; User: PrestoChung

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  1. Re: gl3w- undefined reference to 'glXGetProcAddress'

    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...
  2. Re: gl3w- undefined reference to 'glXGetProcAddress'

    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...
  3. Re: gl3w- undefined reference to 'glXGetProcAddress'

    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...
  4. Re: gl3w- undefined reference to 'glXGetProcAddress'

    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...
  5. gl3w- undefined reference to 'glXGetProcAddress'

    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...
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    Re: Fade-in effect

    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 );
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    Fade-in effect

    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...
  8. Re: Reinstalled GLM...warnings and missing functions?

    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...
  9. Reinstalled GLM...warnings and missing functions?

    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...
  10. Re: What is "application-defined clip distance"?

    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.
  11. What is "application-defined clip distance"?

    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...
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    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...
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    Edit: Mis-spelling in the man pages threw me off on this one. The have GL_DRAW_FRAMEBFUFER_BINDING instead of FRAMEBUFFER :eek:
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    Thanks for the quick reply :D
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    I suppose that's why the first 'format' it returns equals 0x83F0 which is not defined as anything in my gl3.h file?
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    GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    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...
  17. Re: Is this a valid shader to draw with GL_LINES?

    Bah I figured it out
    "vec4(inCoord, 0);" -> "vec4(inCoord, 1);"

    :)
  18. Is this a valid shader to draw with GL_LINES?

    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;
  19. Can a shader be attached to more than 1 program?

    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...
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    Re: Loading an RGB bitmap with alpha?

    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,...
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    Re: Loading an RGB bitmap with 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...
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    Loading an RGB bitmap with alpha?

    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...
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    Re: GL_TEXTURE_RECTANGLE with GLuint data?

    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...
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    Re: GL_TEXTURE_RECTANGLE with GLuint data?

    Thanks I saw that. Unfortunately from what I read here, texelFetch doesn't support wrap either :\
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    Re: GL_TEXTURE_RECTANGLE with GLuint data?

    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
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