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Type: Posts; User: Kazade

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    gl_PointCoord is giving me junk values!

    I'm trying and failing to use point sprites with GLSL. For some reason the values in gl_PointCoord seem random.

    Here are my shaders:

    Vertex:


    Fragment:
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    Replacing gl_NormalMatrx...

    I'm trying to write some simple vertex lighting in GL3 without using any deprecated functionality, but I'm a bit stuck.

    According to the spec, gl_NormalMatrix is the transpose of the inverse of...
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    Quick query about the GL 3.0 spec

    Under deprecated functionality the GL 3.0 spec says:

    "Legacy pixel formats - all ALPHA LUMINANCE, LUMINANCE_ALPHA, and
    INTENSITY external and internal formats"...

    should that be ALPHA *comma*...
  4. Some curiosity about headers and libs on Windows

    Hi,

    Firstly, I completely understand the state of OpenGL on Windows and that we need to use extensions to use any recent functionality. However I have a few questions:

    1. I've read in several...
  5. Quick question about wglCreateContextAttribsARB

    At the moment to get a GL3 context with the nVidia beta driver you need to first get a GL2 context and then use wglGetProcAddress to be able to create the GL3 one.

    My question is, will that always...
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    Re: GLEW support to OpenGL 3.0

    Anyone got any news on this?
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    Re: GL_EXTENSIONS replacement

    Thanks! I didn't know glGetStringi existed! I must read the spec more carefully :)
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    GL_EXTENSIONS replacement

    In the GL 3.0 spec it says that GL_EXTENSIONS is deprecated as an argument to glGetString which I guess means you just try to get a function pointer and if it's NULL then it's not supported.
    ...
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    Re: this glsl 1.3 thing

    OK cool that makes sense, onto my next deprecation question (sorry about hijacking this thread a little) how do we replace GL_CLAMP?
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    Re: this glsl 1.3 thing

    OK, I'm gonna answer my own question here. glVertexAttribPointer is not deprecated (I thought it was because in the spec it says glVertexAttrib* is, I guess the * doesn't mean everything beginning...
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    Re: this glsl 1.3 thing

    I'm gonna explain what I think I know, and then probably complicate this further :)

    If you are avoiding the deprecated stuff I *believe* you need to keep track of your own modelview and projection...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I agree, I kinda think that they were expecting to release OpenGL 3 to a big reception with nVidia waiting in the wings to release a driver next month. I also think that might have been one of the...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Just a quick question. Seeing as ALL the matrix stuff is deprecated (glMatrixMode, glTranslate, etc.) does that mean we need to keep track of the matrices (modelview, texture etc.) ourselves and pass...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    From the spec: "it is possible to create an OpenGL 3.0 context which does not support deprecated features." So if you want it to, it can remove the deprecated features.
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I've been looking at the spec and as long as you use a full GL3 context it looks like you do get a very streamlined API, there is a hell of a lot of fixed-function stuff that you can't use in favour...
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    Re: OpenGL 3 Updates

    Does anyone have any further estimate of when the OpenGL 3.0 specification will be released? Will it be released before Christmas?
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