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  1. Replies
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    Thank You, V-man, yes I do that kind of sorting,...

    Thank You, V-man, yes I do that kind of sorting,
    I just wondered if this complication still needed,
    but it seems yes.

    Cheers
    A
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    Modern OpenGL (3+) and state sorting

    Dear All,


    let me have a general question, and confirmation:


    In my game engine, I have a state graph to minimize the state changes.
    Each mesh knows what ShaderProgram, and what Texture it...
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    Hey, sorry to piggyback on this thread, but i...

    Hey, sorry to piggyback on this thread,
    but i have to tell you that i was in the same sues as Anzar
    and what Slahs mentioned has worked great.
    Now iam on opengl 4.2 :)

    Thank you
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    Re: Opinions on 3D model File Formats

    One extra info, maybe it matters for somebody :)

    If you have texture coordinates, also the files behave differently.
    Lets say you UVMap the a cube with 8 verticies:
    -ASE file keeps the number of...
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    Re: Opinions on 3D model File Formats

    i did a bit research about my suggested ASE,OBJ text based and 3DS file formats.

    Found that the ASE is more detailed and saves the vertex data optimized, OBJ is simpler but doesnt save everything....
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    Re: VAO/VBO for meshes

    Okay, i have tested it now !
    It seems with my gl2.1 driver, no state is bound to VAO.
    I have to bind all the VBO-s, then all the objects are drawn correctly. So its like the VAO is not even there....
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    Re: VAO/VBO for meshes

    Yes AleaIactaEst, i think its working because the last buffer is still bound.

    Could not test it out entirely yet, i can do it at home only, two days to go :(
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    Re: Window Resizing

    I think he means if the user is resizing the window, it cannot be smaller lets say 320x200.

    So i think in the ResizeWindow callback function the incoming new width and height should be checked...
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    Re: Texturing Repeat and other questions...

    Yes, and also let me point you to a sample of how GL_REPEAT should be used when you load the grass texture:


    glGenTextures(1, &m_texname);
    glBindTexture(GL_TEXTURE_2D, m_texname);
    ...
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    Re: Texturing Repeat and other questions...

    Point 1.: As _arts_ said multiple your tex coords with some number (you will see) for example 10. And also make sure GL_REPEAT is set in the texture parameter section (where you load your texture).
    ...
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    Re: VAO/VBO for meshes

    I beginning to think that it is indeed driver issue:

    I have Win7 and ATI x1600 with newest drivers for this old card, which knows only gl v2.1 max, and my intention is to write library which is...
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    Re: Problems with simple OpenGL (core) file

    This is also what i do precisely: Write Library according to the core profile, and try to make it so simple that Opengl 2.1 hardware might be able to run it.

    I also spotted, that if i want to have...
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    Re: VAO/VBO for meshes

    This is exactly how it should work, but it does not for me :(



    glBindVertexArray() //Bind
    glDrawElements() //Draw
    glBindVertexArray(0) //Unbind


    Will try what AleaIactaEst...
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    Re: Problems with simple OpenGL (core) file

    Hello AleaIactaEst,

    we do chat on another thread, looks like we are side by side :) on the journey with SuperBible 5th:

    If you have rewritten the whole program, have you checked the source...
  15. Thread: problem

    by Avithohol
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    Re: problem

    Hello ! Strange line in the drawing loop:
    for (float x = 0; x == 0.9; x += 0.1) ...

    I think its a wrong condition, you should have
    for (float x = 0; x <= 0.9; x += 0.1) or something like this....
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    Re: Window Resizing

    I think you mix up the terms a bit.

    Resizing the window is one thing, you got answer to this above,
    and resizing the scene is another.
    You can make the drawn objects get smaller and larger by...
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    Re: glClear() tampering with data?

    Now that is something interesting :)

    I know it sounds weird but have you tried to comment out glClear,
    you should see the tank. I know it will look like chaotic, but at least you could see that...
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    Re: VAO/VBO for meshes

    Hello AleaIactaEst,

    very good question :)
    If both of the solutions are "allowed" then i have to walk down the path to split my world to "static" and "dynamic" objects.

    I successfully...
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    Re: OpenGL Mathematics Libraries

    Thank You all for the answers !
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    VAO/VBO for meshes

    Hello All,

    iam reading OpenGL Superbible 5th and dealing with VAO/VBO part. I can render my meshes fairly easy and efficiently by them.

    What i do not see still, how should i deal with massive...
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    Re: Opinions on 3D model File Formats

    I personally like 3Ds fileformat if i want bin, but also OBJ files if i want text based info.

    Do not really like md2 i but its just a matter of taste, nothing else against it.
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    Re: Error on 3.2 or newer context.

    Thanks for revealing the solution for your own issue :)
    I do also use GLFW (gl 2.1 context yet) but i manage the extensions with my own extension library.

    cheers
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    OpenGL Mathematics Libraries

    Hello All

    Just would like to start a discussion about OpenGL Mathematics Libraries

    Until now i worked with Opengl 2.0
    and have implemented my own little and simple math library:
    cVec3,...
  24. Re: State Change - Texture Object vs. Shader Program

    Thank You all for the answer and help !


    [i would put this thread to resolved status but no idea how :o ]
  25. Re: State Change - Texture Object vs. Shader Program

    Correct, yes. A shader change is actually one of the slowest operations you can do, but to be honest arranging your data sensibly and batching stuff which has common states together properly is far...
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