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Type: Posts; User: Cornix

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  1. Replies
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    Yes of course, everything I found worked. Are you...

    Yes of course, everything I found worked. Are you sure its the example? Perhaps you have made a small mistake at some point? Are you reading the error logs of the compiler and are you using debug...
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    Just google for examples of Fragment Shaders for...

    Just google for examples of Fragment Shaders for greyscale or Hue-Change. There are plenty of tutorials and examples, I can remember how I was looking for this about a year ago.
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    I'd say this is definitely possible when you...

    I'd say this is definitely possible when you write your own shader.
    You can bind 2 textures, one with the color information, and one with the depth information.
    In your vertex shader you take the...
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    The simplest way is to put the text on a texture...

    The simplest way is to put the text on a texture and then render this texture to somewhere. All the other libraries are probably doing the same thing.
    The only difficulty is to get your text on the...
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    You should just upload the pixels to a texture...

    You should just upload the pixels to a texture and then render the texture.
    Rendering pixel by pixel would possible I think but not very good in terms of performance.
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    I am not a very advanced OpenGL-Programmer, so...

    I am not a very advanced OpenGL-Programmer, so what I say may not be a 100% correct.
    As far as I know VBO's / VAO's have hardly any overhead. Just having more of them is not a big deal.
    The problem...
  7. Did you enable depth testing and have you...

    Did you enable depth testing and have you selected an apropriate compare function?
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    Just quoting the "Common Mistakes"-Page: ...

    Just quoting the "Common Mistakes"-Page:

    Source: https://www.opengl.org/wiki/Common_Mistakes#Swap_Buffers
  9. The Open Graphics Library does not have any...

    The Open Graphics Library does not have any capabilities for sounds.
    You should be looking for a different library for that.
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    With the blending provided by Brokenmind it will...

    With the blending provided by Brokenmind it will work too. If you want to do it without blending (because you really dont need blending if you only use alpha values of 1 and 0) then you can do:

    ...
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    What you want is probably disabled blending with...

    What you want is probably disabled blending with an Alpha-Test.
    Alpha-Test will cull all fragments where the alpha value does not satisfy the test.
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    I dont see any blending being done in that...

    I dont see any blending being done in that picture. You just draw image2 on top of image1.
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    Draw a colored quad over the entire screen. There...

    Draw a colored quad over the entire screen. There is no build in "clear to gradient" function.
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    Just draw quads (2 triangles) instead of lines...

    Just draw quads (2 triangles) instead of lines and you can have any width you like.
    As far as I know arbitrary line-width is not supported any more.
  15. This is not a problem with OpenGL, this is a...

    This is not a problem with OpenGL, this is a problem with VSync in general.
    This is just what it does. By definition.

    Read up on VSync some more, on wikipedia or somewhere, this effect is very...
  16. glTexImage2D and glTexSubImage2D do not render...

    glTexImage2D and glTexSubImage2D do not render anything. Read the documentation for these methods, they are used to transport texel data from client side memory to the graphics card.
    Rendering is...
  17. If you have several windows and they all try to...

    If you have several windows and they all try to synchronize with the screen they will enter a race and potentially slow each other down.
    Just try once without VSync and see if the problem still...
  18. Might it be that you are using VSync on those...

    Might it be that you are using VSync on those windows? Because if you do that would probably be the reason.
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    glTexImage / glTexStorage is creating a texture...

    glTexImage / glTexStorage is creating a texture image. The texture itself has already been created, its just an empty container at this point without any actual data.
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    OpenGL does not load anything. Its a protocol for...

    OpenGL does not load anything. Its a protocol for communicating with the graphics card. If you want to load files you have to do that on client side and then convert them into data that your graphics...
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    Load the textures you need. If you need lots of...

    Load the textures you need. If you need lots of them then you need lots of them. There is nothing you can do about it and no library out there can perform magic to make it work out of thin air.
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    Using bitmap fonts is usually fine. Rarely is...

    Using bitmap fonts is usually fine. Rarely is their size a concern. You can have different textures for each language and only load the appropriate texture on demand, and even then, textures arent...
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    You do not write any outputs to the fragment...

    You do not write any outputs to the fragment shader. Without any color or texture coordinates or any information what so ever the fragment shader can not produce any fragments.
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    Need advice on own windowing toolkit

    Hello,

    I am currently working on writing my own windowing toolkit. I do this just for fun and for the honor; I want to learn more about OpenGL and programming in general and I think this will be...
  25. In the end it will probably not make a...

    In the end it will probably not make a difference, but when you do the math on CPU side instead of uploading matrices to the GPU your performance might very well improve. Especially if you use the...
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