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Type: Posts; User: Silverlan

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  1. I do have AMD hardware, yeah, but changing the...

    I do have AMD hardware, yeah, but changing the order didn't help. Strangely enough with the order you've given me it still only rendered the top image (+y).
    I will try it again tomorrow as an...
  2. The lines you've mentioned are throwing a...

    The lines you've mentioned are throwing a GL_INVALID_ENUM error, but as you've said, that's to be expected.
    No other errors before that.
    Is there any way to check if the buffer actually has an...
  3. I figured someone may have had a similar issue,...

    I figured someone may have had a similar issue, but alright.
    Loading the images:

    const GLenum cubemapTargets[6] = {
    GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // Top
    GL_TEXTURE_CUBE_MAP_NEGATIVE_X, //...
  4. Skybox (Cubemap) - Only first loaded image is stored in texture buffer

    Hey,

    I've been trying to implement a simple skybox in my program, which seemed fairly straight forward, but I've run into some trouble.
    The shaders seem to be correct, but for whatever reason...
  5. Using the same texture buffer multiple times with different parameters

    Hey,

    I have a texture which I'm using at multiple instances throughout my program.
    At each instance I'm applying different texture parameters, which would effectively overwrite each other and...
  6. Replies
    3
    Views
    957

    Thanks, I've changed that. ...

    Thanks, I've changed that.

    glEnableVertexAttribArray(3);
    glBindBuffer(GL_ARRAY_BUFFER,buf);
    glVertexAttribIPointer(
    3,
    4,
    GL_INT,
    0,
    (void*)0
  7. Replies
    3
    Views
    957

    [C++] Passing array to opengl

    I don't have much experience with glsl yet and I've run into a problem I can't figure out.
    I have an array that contains 4 integer values for each vertex of my mesh.
    Since these values never...
  8. Well, that's embarrassing... I found the source,...

    Well, that's embarrassing...
    I found the source, it was due to a uninitialized variable.
    Thread can be closed.
  9. Rendering problems with release configuration [C++] [VS2010] [GLFW]

    I'm using GLFW and everything has been working fine, as long as I'm using the debug configuration in VS2010.
    When switching to release, everything's still fine in the debugger. However, when I try...
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