You are using glTexSubImage2D correctly. I don't know if /proc/meminfo reports driver memory usage but it is possible. How much is the memory leak every time you call it?
2048x2048x3 or 2048x2048x4?
Type: Posts; User: V-man
You are using glTexSubImage2D correctly. I don't know if /proc/meminfo reports driver memory usage but it is possible. How much is the memory leak every time you call it?
2048x2048x3 or 2048x2048x4?
Such information is platform specific in OpenGL. It is probably the same for OpenGL ES.
For GL, there is GL_ATI_meminfo on ATI and there was another one for nVidia.
You would have to check you...
If you want to use the png format, people tend to use libpng or a higher level library that uses libpng under the hood.
Links for such libraries are here
http://www.opengl.org/wiki/Image_Libraries...
Are you using a VAO? You don't need to bind the VBO and IBO while rendering. Just bind the VAO and call glDrawElements.
Also, try using unsigned short instead of unsigned byte for the indices.
The parameters in the form?
I'm assuming you mean you want the source code for gluCylinder. You can download the Mesa3D library which has OpenGL code and also GLU. Just take the GLU project and...
OpenGL is an API, it is used to communicate with the graphics card, for rendering 3D things.
For smartphones and PDA, there is another version called OpenGL ES. The first version was 1.0, then 1.1,...
gluCylinder does have vertices but there isn't an easy way to get the vertices.
1. You could get the source code (mesa3d.org has it along with the mesa opengl implementation)
2. Use a 3rd party...
If you just need to draw a sphere, then you can use glutSphere but why don't you use GLU instead?
Call glPolygonMode(GL_FRONT_AND_BACK, GL_POINT) to set point mode.
If you want an open source application, try Blender. It is for designing 3D objects for games.
If you want an actual game there is Quake 2, Quake 3, Quake 4, Doom 3, Wolfenstein 3D from...
In old OpenGL, there is a setting called GL_LIGHT_MODEL_AMBIENT which is by default 0.2, 0.2, 0.2, 1.0.
You can set it to zero if you want with glLightModel.
In this
glColor3f(255,0,255);
Your value is too high. Floating point color should be between 0.0 and 1.0. 255 gets clamped to 1.0.
Use glColor3ub or glColor4ub.
In this
glRotated(0, 0, 0.5,...
Why don't you perform the calculation as soon as the keyboard button is pressed?
Go to nvidia.com and look for drivers.
In the drop down list that says PRODCT TYPE, select Legacy.
You'll see the ForceWare Release 90 drivers.
In your code, try making a GL 4.3 context. If it fails, try a lower version. Whatever version you get, that is what your driver supports.
#1 looks pixel perfect. There is no aliasing.
#2 and #3 look like they have aliasing, probably due to texture filter settings (GL_LINEAR?)
GL is implemented at the driver level. If your software requires GL 2.1, then you must query it and the rest is explained here
See...
You would already need to re-render the scene on mouse move even if you are using the main window.
Usually, SwapBuffer invalidates the backbuffer.
On Windows, for the pixelformat descriptor, you...
So, you are using glReadPixels to read the depth buffer?
It looks like the depth buffer is stretched started from the middle. Is it causing a problem with the output to your window or is it just a...
glGetError()
There are 2 ways to do it.
1. Using a 2D texture
2. Using a cubemap
Neither method require shaders but using shaders is always a good idea.
This isn't a tutorial but it explains both methods...
glCheckFramebufferStatus is for FBO, not for the main surface.
Are you refreshing the window before using glReadPixels?
The usual pattern of calls is
glClear(...);
RenderStuff();...
So you put an identity matrix on your modelview and the line is still moving? That makes no sense.
Are you sure you aren't modifying the projection matrix?
Don't you think this make more sense :
void CopenGLCoordView::DrawScene(CDC *pDC)
{
wglMakeCurrent(pDC->m_hDC, m_hrc);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
...
Here is one explanation for Windows
http://www.opengl.org/wiki/FAQ#How_Does_It_Work_On_Windows.3F
You forgot to use glGetError().
You are using the projection matrix stack which tends to be not very deep. There is maybe a stack space of 2 or 4 and it is possible you are exceeding it.
Do all...