http://www.opengl.org/discussion_boards/archive/index.php/t-175755.html
it is possible, that you have the same issue.
Type: Posts; User: Nowhere-01
http://www.opengl.org/discussion_boards/archive/index.php/t-175755.html
it is possible, that you have the same issue.
if you want to test how much time rendering a frame actually takes, you should place glFinish() call at the end of the frame(don't forget to remove it afterwards, you shouldn't have it in final code)...
i don't see much point discussing hardware capabilities for that case. because OP is doing things utterly wrong and inefficient in the first place, nobody in the right mind implements multiple light...
ok, yes, QT does double-buffering by default.
another problem i see is:
and i don't see any matrix transformations. you are using legacy functions for drawing primitives. but i don't see any...
you should call QGLContext::swapBuffers() at the end of each frame.
maybe that's because you didn't post actual opengl context initialization and drawing code?
it may be lack of double-buffering or you setting 'Target Refresh' to '60' conflicts with V-Sync.
it is, most likely, a driver thing. but it's not likely, that it affects performance of all opengl functions. so if you want it to be dealt with, you can locate specific functionality in your code,...
the comment in your code is actually correct and you ignored it for some reason. glOrtho( -1,1, -1,1, 0, 1 ) is valid, in your case, it will draw everything with Z-coordinates in range of 0 to -1....
in that case, you should disable features until you nail down the functionality that causes the slowdown. i use OpenGL 3.2 context. nothing even remotely esoteric, just rendering VAO's with...
cause legacy OpenGL functions for transformation operate in right-handed coordinate system. it means "camera" looks into negative-Z. even comments in your own code suggest drawing at z=-0.5, yet you...
just switched from 314.xx to 320.18 and see no measurable difference. i think you might check your control panel settings and run-throught your application with gDebugger with break on errors options...
well, his application shows 8 FPS in that scene. even on a crappiest laptop with the scene like that, it should be a 3-digit number. i would like to see real source code just for the sake of...
hmm... last time you visited amd developer central is may, 2nd. i thought that was the place you can report amd-specific bugs, but it's abandoned now. i have no idea about current state of the bug...
hey, thanks for sharing your code. i've already implemented SSR at this moment. it has some problems. but the one that bugs me the most is because of non-linear depth and because i do it in...
it's not a question, stop spamming your site.
hey, it's been a while since i asked here some question about implementation of something... and this is the case, cause i'm puzzled. before trying to implement i thought it was simple: just take...
it's a good idea, although i think it would be better, if that behavior will occur only if debug context is active. cause i'm not sure about possible outcomes of those changes, especially for already...
first part of my post was rubbish, so i removed it.
but the thing i would like to see is quite similar to your recent suggestion on this forum about gl_FragDepth and kinda related to this one. i'd...
fixed. reason was wrong define in vertex shader, so it used some code intended for skinned meshes. weirdly enough, it only slightly affected color.
hey, i was working on painting the terrain heightmap lately. so i used 2 fbo's, drawing a fullscreen quad with heightmap texture and a quad with a brush texture in front of it while painting....
second one is correct, if clamping is enabled for both S(x) and T(y) axes. first one is correct, if you enabled clamping only for S(x) axis.
could you elaborate on how exactly do you think it forces you to allocate 512x512x512 dimensions? OpenGL doesn't have such limitations
and what texture dimensions are causing trouble?
is your texture rgb(not rgba)? and it glitches only when texture width is not multiple of 4? in that case, it's because by default GL_UNPACK_ALIGNMENT is set to 4 and your texture should be either...
if you want someone to read this, you should format your code and use [ CODE][ /CODE] tags.