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Type: Posts; User: Tom Flynn

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    Re: Installing OpenGL|ES2.0 in Ubuntu 10.04

    Can you give some links to the SDK you downloaded as well as a link to the user guide you refer to?
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    Re: Segmentation Fault glGenBuffers

    Do you have a current GL context at the time this is called? If not, it'll segfault.
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    Re: GL matrices vs. D3D matrices

    For those of us curious out here, the solution was?...
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    Re: How to code in C++ using OpenGL in Linux

    The only thing I mentioned that isn't there out of the box from vim.org is gdb integration. You can grab that version of vim from the clewn project (http://clewn.sourceforge.net/).

    "Intellisense"...
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    Re: How to code in C++ using OpenGL in Linux

    Oh drop the whole "vim isn't an IDE" thing already. I use :make, i use cscope/ctags, vimgdb, :argdo (for performing regular expressions across all source files), the only thing i add custom key...
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    Re: draw window text / unload shader?

    glUseProgram(0);
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    Re: NVIDIA releases OpenGL 4.1 drivers

    Ok, I was able to create an ES2 context. I verified that if I use an OpenGL call not legal in ES2, that I get an OpenGL error (the same call with a GL3 context does not report an error). Good. ...
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    Re: NVIDIA releases OpenGL 4.1 drivers

    nevermind, posted too soon. Had to grab the driver from here: http://developer.nvidia.com/object/opengl_driver.html

    with this driver installed, I now see the extension reported on my 9400M. Time...
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    Re: NVIDIA releases OpenGL 4.1 drivers

    what hardware and driver version do I need to be able to use the es2 profile extension (http://developer.download.nvidia.com/opengl/specs/glx_create_context_es2_profile.txt).

    So far, I've tried...
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    Re: NVIDIA releases OpenGL 4.1 drivers

    whoo-hoo!
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    Re: NVIDIA releases OpenGL 4.1 drivers

    http://developer.download.nvidia.com/opengl/specs/wgl_create_context_es2_profile.txt

    Now that's a nice extension! Will there be a GLX version of it?
  12. Re: My texture shows up offset & with a seam???????

    try glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  13. Thread: Dx11 catchup

    by Tom Flynn
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    Re: Dx11 catchup

    Your original point was that PC games drive buying the latest GPUs. New GPUs are come out every 6 months to a year. If you're not buying those GPUs on a regular basis to put into your gaming rig to...
  14. Thread: Dx11 catchup

    by Tom Flynn
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    Re: Dx11 catchup

    Apparently, my earlier attempt at a reply to this didn't go through. Let's try again...



    Yeah, I'm sure most PC gamers have that setup too ;-P



    Are you really going to try to argue that...
  15. Thread: Dx11 catchup

    by Tom Flynn
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    Re: Dx11 catchup

    I'd like to challenge this assertion. I believe it was true maybe five years ago, but no longer true today. I've heard this as an excuse (games sell cards, games use D3D, so no reason to put a lot...
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    Re: Talk about your applications.

    Why is that done? I don't see what's so special about multisampling with a deferred renderer that needs special treatment for edge cases.[/QUOTE]

    Performance. Doing lighting per-sample is slower...
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    Re: Talk about your applications.

    For what it's worth, here's another idea...

    Feature name:
    write to specific samples within a shader

    Description:
    ARB_texture_multisample (core in 3.2) allows fetching a specific sample from...
  18. Re: howto disable multisampling for stencil buffer?

    I'm not sure I fully understood the question, but sounds like glBlitFramebufferEXT() could be of use:

    http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt
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    Re: gl.spec and gl.tm

    Well, I'd be interested in that :-)

    I've got my own crude GL debugger that currently parses the header files to generate an OpenGL wrapper that one LD_PRELOADs. My code for parsing the header...
  20. Re: Depth texture comparison with multisampled FBO

    Ah. Thanks for the clarification Alfonse. That helps a lot.
  21. Re: Depth texture comparison with multisampled FBO

    Right, ARB_texture_multisample is part of 3.2 core.
    However, IIRC ARB_sample_shading is not part of 3.2. Last I saw, it was written as an extension to 3.1.

    Supposedly in 3.2 glGet(GL_EXTENSIONS)...
  22. Re: Depth texture comparison with multisampled FBO

    Take a look at http://www.opengl.org/registry/specs/ARB/sample_shading.txt

    That'll allow you to run the shader per sample rather than per pixel and be able to retrieve the sample number.
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    Re: "NVIDIA releases OpenGL 3.2 beta drivers"

    Is there any other real platforms than Windows?[/QUOTE]

    Mac, iPhone, Android, Symbian, Maemo, Linux, game consoles.
    [/QUOTE]

    Plasma TVs, Blu-Ray players, and other consumer electronic...
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    Re: Get amount of graphics memory

    Of course it's performance related. That's why there's calls asking whether textures are resident, whether a texture will fit into ram (proxy), how to prioritize textures, why there's hints as to...
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    Re: Get amount of graphics memory

    And on ATi?[/QUOTE]

    And not Windows-only?-)
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