Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: destiny

Search: Search took 0.00 seconds.

  1. Replies
    7
    Views
    4,089

    "very big" means hundreds of megabytes, if two...

    "very big" means hundreds of megabytes, if two processes exist simultaneously, video memory cannot afford.I don't know how openGL handle this. Does it has a cache or something? As the data is very...
  2. Replies
    7
    Views
    4,089

    Free video memory efficiently

    I have a multi-process application and each process owns a very big 3D texture.Only one process is active at the same time while other process run in background and don't need the graphic resouces....
  3. Replies
    2
    Views
    2,249

    I'am using 310.70, and 2d texture works fine.I'll...

    I'am using 310.70, and 2d texture works fine.I'll get a newest driver and try again
  4. Replies
    2
    Views
    2,249

    Computer shader write to image3D not work

    I tried to modify a 3D texture in a compute shader with a fixed value, but it seems the texture has never changed.



    #version 430 compatibility


    layout(r8) uniform image3D destTex;
    layout...
  5. Replies
    2
    Views
    1,147

    Re: compiling error of texture3D

    I think texture3D has been deprecated, use texture function instead.
  6. Replies
    2
    Views
    1,147

    compiling error of texture3D

    There's a compiling error in the following geometry shader:

    error C1101: ambiguous overloaded function reference "texture3D(sampler3D, vec3)"
    (0) : gp4 fp50 vp50 cp50 gp50 uvec4...
  7. Replies
    3
    Views
    1,620

    Re: Offscreen rendering without a window

    Solve this problem by send onpaint message to the hidden window whenever need a off-screen rendering
  8. Replies
    3
    Views
    1,620

    Offscreen rendering without a window

    I use openGL for offsreen calculation, cause I don't need a display window, so I create a dummy window to get a rendering context. Glew can be initialized and all rendering has no glerror, but what I...
  9. Replies
    2
    Views
    1,864

    Re: glDeleteTextures problem

    if(this->Initialized==false)
    {
    glewInit();
    initialARB();
    this->Initialized=true;
    glGenTextures (5, &(this->texname[0]));
    glPrioritizeTextures(...
  10. Replies
    2
    Views
    1,864

    glDeleteTextures problem

    I tried to load textures that are used by shaders at the first frame and delete them later.The first frame got right,but as to later frames,the rendering results of the fixed pipeline are wrong.For...
  11. Replies
    2
    Views
    4,272

    Re: How to use glsldevil?

    But I cannot debug any app,Even the example from the orange book-ogl2brick-2.0.Does the program mean the executable files,and is the working directory just where the executable files are?
  12. Replies
    2
    Views
    4,272

    How to use glsldevil?

    when I opened a program and press the "start program" button every time,an internal debugger error occured.Do I need a QT?
  13. Replies
    3
    Views
    1,946

    Re: a big lookup table

    Thank you,guys.
  14. Replies
    3
    Views
    1,946

    a big lookup table

    In a fragment shader, I need a 1D lookup table with a length of 65536 .But GL_MAX_TEXTURE_SIZE=4096.Does it mean that I couldn't use teximage1D ?any way to solve it ?I wondered if a uniform matrix...
  15. teximage1D with a size more than GL_MAX_TEX_SIZE?

    I have a 1D shading table with a length of 65536 .But GL_MAX_TEXTURE_SIZE=4096.What could I do?
  16. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    Thank you, Relic! Finally find my problem, before drawing something ,I should give the uniforms.
  17. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    I seemed to understand what's wrong,but I don't know how to solve the problem.I found my codes are in the display list, the display list is an invalid operation ,So whatever I draw would be wrong
  18. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    Thank you! I traced my program.
    float *VertexArray=new float[ 1310]
    glBufferData(GL_ARRAY_BUFFER, 5240,VertexArray, GL_STATIC_DRAW);
    glDrawArrays(GL_TRIANGLE_FAN,0,655)
    Maybe it's not because...
  19. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    and sizeof(vertexarray)=4.because vertexarray is a pointer
  20. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    Thank you very much!I just didn't see that.
    I have modified my codes according to your advice, still crash.
    The codes above length*=sizeof(float)
  21. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    int centerj=imageInUseSize[1]/2;
    int centeri=(rowBounds[centerj*2]+rowBounds[centerj*2+1])/2;

    int length=imageInUseSize[1]*4+2;
    float *VertexArray=new float[length];

    ...
  22. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    the length before this point is int length=imageInUseSize[1]*4+2

    The display list has nothing with my code.I just tried to extent other people's class library.And I find an error(invalid...
  23. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    I'm sure all the other array attributes are disabled.

    GL_LIST_MODE is GL_COMPILE, does it matter?

    light,blend,texture1d,GL_PACK_ALIGNMENT are true
  24. Replies
    13
    Views
    16,232

    Re: invalid operation after glUseProgram

    int length=imageInUseSize[1]*4+2;
    int *VertexArray=new int[length];

    The length of the vertexarray is imageInUseSize[1]*4+2,and the number of vertices is imageInUseSize[1]*2+1.
    IS it wrong?
    And...
  25. Replies
    13
    Views
    16,232

    invalid operation after glUseProgram

    I'm a begginer with glsl.I tried to load and use shaders in my program.According to gDEbugger,my shaders have been compiled successfully and the program has been linked successfully too.
    But when I...
Results 1 to 25 of 25