"very big" means hundreds of megabytes, if two processes exist simultaneously, video memory cannot afford.I don't know how openGL handle this. Does it has a cache or something? As the data is very...
Type: Posts; User: destiny
"very big" means hundreds of megabytes, if two processes exist simultaneously, video memory cannot afford.I don't know how openGL handle this. Does it has a cache or something? As the data is very...
I have a multi-process application and each process owns a very big 3D texture.Only one process is active at the same time while other process run in background and don't need the graphic resouces....
I'am using 310.70, and 2d texture works fine.I'll get a newest driver and try again
I tried to modify a 3D texture in a compute shader with a fixed value, but it seems the texture has never changed.
#version 430 compatibility
layout(r8) uniform image3D destTex;
layout...
I think texture3D has been deprecated, use texture function instead.
There's a compiling error in the following geometry shader:
error C1101: ambiguous overloaded function reference "texture3D(sampler3D, vec3)"
(0) : gp4 fp50 vp50 cp50 gp50 uvec4...
Solve this problem by send onpaint message to the hidden window whenever need a off-screen rendering
I use openGL for offsreen calculation, cause I don't need a display window, so I create a dummy window to get a rendering context. Glew can be initialized and all rendering has no glerror, but what I...
if(this->Initialized==false)
{
glewInit();
initialARB();
this->Initialized=true;
glGenTextures (5, &(this->texname[0]));
glPrioritizeTextures(...
I tried to load textures that are used by shaders at the first frame and delete them later.The first frame got right,but as to later frames,the rendering results of the fixed pipeline are wrong.For...
But I cannot debug any app,Even the example from the orange book-ogl2brick-2.0.Does the program mean the executable files,and is the working directory just where the executable files are?
when I opened a program and press the "start program" button every time,an internal debugger error occured.Do I need a QT?
Thank you,guys.
In a fragment shader, I need a 1D lookup table with a length of 65536 .But GL_MAX_TEXTURE_SIZE=4096.Does it mean that I couldn't use teximage1D ?any way to solve it ?I wondered if a uniform matrix...
I have a 1D shading table with a length of 65536 .But GL_MAX_TEXTURE_SIZE=4096.What could I do?
Thank you, Relic! Finally find my problem, before drawing something ,I should give the uniforms.
I seemed to understand what's wrong,but I don't know how to solve the problem.I found my codes are in the display list, the display list is an invalid operation ,So whatever I draw would be wrong
Thank you! I traced my program.
float *VertexArray=new float[ 1310]
glBufferData(GL_ARRAY_BUFFER, 5240,VertexArray, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLE_FAN,0,655)
Maybe it's not because...
and sizeof(vertexarray)=4.because vertexarray is a pointer
Thank you very much!I just didn't see that.
I have modified my codes according to your advice, still crash.
The codes above length*=sizeof(float)
int centerj=imageInUseSize[1]/2;
int centeri=(rowBounds[centerj*2]+rowBounds[centerj*2+1])/2;
int length=imageInUseSize[1]*4+2;
float *VertexArray=new float[length];
...
the length before this point is int length=imageInUseSize[1]*4+2
The display list has nothing with my code.I just tried to extent other people's class library.And I find an error(invalid...
I'm sure all the other array attributes are disabled.
GL_LIST_MODE is GL_COMPILE, does it matter?
light,blend,texture1d,GL_PACK_ALIGNMENT are true
int length=imageInUseSize[1]*4+2;
int *VertexArray=new int[length];
The length of the vertexarray is imageInUseSize[1]*4+2,and the number of vertices is imageInUseSize[1]*2+1.
IS it wrong?
And...
I'm a begginer with glsl.I tried to load and use shaders in my program.According to gDEbugger,my shaders have been compiled successfully and the program has been linked successfully too.
But when I...