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  1. GLIntercept 1.2 - OpenGL 4.3 entry points and expanded debug context logging

    A new version of GLIntercept has been released:
    http://code.google.com/p/glintercept/

    This is mostly just a bug fix release, but the 4.3 logging entry points have been defined and the debug...
  2. I was doing some reading of "RealTime Collision...

    I was doing some reading of "RealTime Collision Detection" and I think I found a small optimization

    4) Plane intersection extraction - optimization


    vec3 ExtractCameraPos2(const mat4 &...
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    Having a targeted loader is something I have...

    Having a targeted loader is something I have always wanted and had mused about doing it - so I am glad someone is going ahead.

    Just a crazy thought, could this be run on a web server somewhere...
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    I think it may have been logged as this bug...

    I think it may have been logged as this bug (2011-09-12):
    https://www.khronos.org/bugzilla/show_bug.cgi?id=529

    Contains a link to the thread that has the fixes.
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    FYI: I did a presentation at a local game engine...

    FYI: I did a presentation at a local game engine meetup on GLIntercept today
    http://www.youtube.com/watch?v=76vf7M88zq0
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    Sure, if you can provide the code I can easily...

    Sure, if you can provide the code I can easily slot it into a plugin.
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    GLIntercept 1.1 - now with ARB_debug_output

    A new version of GLIntercept has been released:
    http://code.google.com/p/glintercept/

    This includes more bug fixes for using a core OpenGL profile, but mostly adds support for the...
  8. I don't think I helped at all, but glad you...

    I don't think I helped at all, but glad you sorted it out - It ran fine.
    You probably need a few more posts on these forums before you can do more things.
  9. I would help more, but the video link is broken...

    I would help more, but the video link is broken and the example app you posted contains no code (and the exe depends on debug dlls I don't have installed)
  10. I think your problem is that you have to...

    I think your problem is that you have to duplicate the vertices along the seam so that you don't have texture coordinates that go from 0.9..0 (as you mention in the above thread link)

    So instead...
  11. Extracting camera position from a ModelView Matrix

    Here are some notes on extracting a camera position from a model-view matrix that I have been playing with.
    All code here uses the GLM math library.

    1) Simple extraction
    If you can assume there...
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    FYI: If you run with GLIntercept, it will tell...

    FYI: If you run with GLIntercept, it will tell you about basic resource leaks on shutown:
    http://code.google.com/p/glintercept/
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    Perhaps grab an XML frame with...

    Perhaps grab an XML frame with http://code.google.com/p/glintercept/ ?
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    I also seem to be having trouble searching based...

    I also seem to be having trouble searching based on username - trying to find my old posts by clicking on my username only seems to search each sub forum I am in?
    Using the advanced search does not...
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    FYI - I found I had to reset my password.

    FYI - I found I had to reset my password.
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    Radial/Equirectangular environment mapping

    I have been playing with Radial/Equirectangular environment mapping lately and thought I would release a demo.
    It is more of a solution looking for a problem (as I think cube maps are superior) but...
  17. Re: Project doesn't compile with include

    You calling this inside a "const" method?
    (or is _m4ModelView const in its declaration?)
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    Re: Some strangness in 3.3 context creation

    OK, so it seems it was just a simple bug in my code to do with core contexts (or perhaps also a bug in Nvidia for still allowing that enum)

    I'll do another update when I have some time. (although...
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    Re: Some strangness in 3.3 context creation

    No, what I meant was, can you you change your app to include these OpenGL calls - to see if it is some bug in the AMD driver.

    Looking closer at that log file it seems that it is the...
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    Re: Some strangness in 3.3 context creation

    Where in relation to the original log file are the calls to glGetString(GL_VERSION) and glGetIntegerv(GL_MAX_TEXTURE_UNITS, ) that are generating the error?

    Straight after the first...
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    Re: Some strangness in 3.3 context creation

    I just tried your sample app and had no issues on Nvidia.

    One thing you can do is use GLIntercept against itself - Create a new directory some where and put the opengl32.dll and gliConfig.ini file...
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    Re: glPrioritizeTextures, ...in practice

    Any info reported by debug info extension?

    Do you want to say the vendor/card/OS and driver version?

    How big is this texture (memory size wise - and have you verified that it is what you...
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    Re: Mipmap errors on a Variance shadow map

    Humus did a demo on a way to avoid the mip mapping issue when doing screen space effects:
    http://www.humus.name/index.php?page=3D&ID=84
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    Re: GLIntercept 1.0

    OK I have just uploaded a new version 1.0.2
    This fixes some minor bug in the function parsing and adds the NV_path_rendering extension

    The NV_path_rendering extension was actually a pain to...
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    Re: Compatibility verification

    Actually, given more thought - if this is your app - can't you just start hacking away at your Opengl include header file to exclude extension sections (assuming C/C++) and if you fail to compile,...
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