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    When I talked about the mem cache, I didn't mean...

    When I talked about the mem cache, I didn't mean graphics card memory. The cache is in the main memory. So, use regular way to cut proper rectangle from it and send to the texture.
    You won't have...
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    Why do you need glGetTexImage()?

    Why do you need glGetTexImage()?
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    Well, after reconsidering the problem, it seems...

    Well, after reconsidering the problem, it seems it is easier to add a ring around chunk separately, although I'm implementing skirts as a part of blocks (but have totally different approach compared...
  4. I' sorry for not understanding the question on...

    I' sorry for not understanding the question on the first glance and giving a wrong advice. OP called it a rotation matrix, which confused me. It was a model-view matrix defined by the orientation of...
  5. And how is your question related to OpenGL?...

    And how is your question related to OpenGL? :confused:
  6. There is no Khronos framework or SDK! As you...

    There is no Khronos framework or SDK!

    As you can see from the definition, GLFW just bridges the gap between OS and GL, since OpenGL has nothing with windowing systems.
    There is no a particular...
  7. Not even close! And where is the rotation angle?...

    Not even close!
    And where is the rotation angle?

    Take a look at Appendix F of the Red Book, or any other 3D graphics book covering the transformations.
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    It seems that I'm beginning to understand the...

    It seems that I'm beginning to understand the problem. ;)

    You are using tessellation shaders to add details (you should mention that). The patch is actually a single height and a single vertex...
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    If you tell me whether your uniform values...

    If you tell me whether your uniform values actually change between calls or not, I'll be probably able to answer to your question.

    First, there is a limited number of uniforms you can use. It is...
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    I don't quite understand your math. You need...

    I don't quite understand your math.
    You need 257x257 vertices per heighmap chunk in order to divide it into equal tiles (2x2 tiles of 129x129 vertices, 4x4 tiles of 65x65 vertices, etc.). The...
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    LOD stands for Level-Of-Detail. It serves to...

    LOD stands for Level-Of-Detail. It serves to manage the complexity of the objects on the scene. I guess you have just a set of tiles which geometry doesn't change as the viewer moves.

    It is quite...
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    First, let's clear up that your approach is not a...

    First, let's clear up that your approach is not a chunked LOD, because it is not a LOD scheme at all.
    You have just divided your map into tiles. Are you using quadtree or calculate screen-error...
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    Well, let's say we have a clipmap with the level...

    Well, let's say we have a clipmap with the level size of 2048x2048 texels. If we want to go east, we need to update some levels. Also, let's we have texture tiles on the disk of size 1024x1024 tex....
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    Basically, yes. You've got it. :) But never use...

    Basically, yes. You've got it. :)
    But never use 3D texture, just 2D texture array. Also, never update from the hard disk. Use a memory cache instead (make a clipmap also in RAM, update it from the...
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    I'm sorry I'm engaged at work for more than 12...

    I'm sorry I'm engaged at work for more than 12 hours these days and have no time to give a complete answer but I'll try to help in a few sentences.


    This proves you actually don't understand...
  16. Have you ever had a basic education in computer...

    Have you ever had a basic education in computer science? :doh:
    I'm sorry I'm so rude, but your requirements are insane.


    On which screen do you plan to display 10000x10000pix image? On your...
  17. What do you mean with "automatically copy"? ...

    What do you mean with "automatically copy"?

    The transfer can be hidden if you use PBO and have something else to do on the CPU while the texture is transferring, but cannot draw and transfer...
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    The problem of precision is common for all...

    The problem of precision is common for all objects, not only your grid. :)


    Yes, you need to regenerate the grid on each viewer's motion (on translation only, not rotation) on such way that the...
  19. Graphics cards' drivers certainly work...

    Graphics cards' drivers certainly work differently depending on the vendor, but you have more serious problems in your code that should be fixed


    gluOrtho2d() should be called before primitives...
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    There is no multiple stack involved in legacy...

    There is no multiple stack involved in legacy OpenGL picking. Just a single stack - a stack of objects' IDs.
    If you would like to mimic the way it works, you should be able to:
    1. draw a single...
  21. gl_FragColor is deprecated in GLSL 1.3 (OpenGL...

    gl_FragColor is deprecated in GLSL 1.3 (OpenGL 3.0), so about 6 years ago. :)

    P.S. Interestingly, "Interactive Computer Graphics, A Top Down Approach with Shader Based OpenGL, 6th Edition" was...
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    Just draw a triangle strip, alternatively...

    Just draw a triangle strip, alternatively defining vertices from the outer and inner ring. The nuber of steps depends on your choice and need to have fine tessellation.
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    Not exactly. The scene is rendered using a "new"...

    Not exactly. The scene is rendered using a "new" and narrow frustum, and whenever something intersects that frustum, the name-stack (stack with IDs) is read and copied to a selection buffer...
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    It is not. All legacy picking mechanism is...

    It is not. All legacy picking mechanism is depreciated.



    This is a Mesa 3D implementation:


    void gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay, GLint viewport[4])...
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    GLSL Essentials - a short book review

    As I've announced, Iíll tried to shed some light on the OpenGL books' scene.

    Since there is no special sections for the books, tutorials and other OpenGL related assets (which may be an...
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