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Type: Posts; User: redphi

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    Thanks, noted!

    Thanks, noted!
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    Unbinding things after you use them

    Right, now I unbind targets with glBindBuffer(GL_ARRAY_BUFFER, 0); after I finish using each VBO. Similarly, I reset the "active program" using glUseProgram(0); after I finish using them. Is there...
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    GLSL 1.2 storage qualifiers

    In GLSL 3.30, I used "smooth" for perspective-correct interpolation of output from the vertex shader. I used "flat" for flat shading (and used glProvokingVertex to determine which vertex's output was...
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    Per fragment lighting

    I am reading the Learning Modern 3D Graphics Programming tutorial and I have finished reading this page:
    http://www.arcsynthesis.org/gltut/Illumination/Tut10%20Fragment%20Lighting.html
    ...
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    I'm just learning OpenGL for fun, don't have any...

    I'm just learning OpenGL for fun, don't have any specific project in mind. But thank you very much, thokra. I remember reading about BaseVertex here:...
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    Since a VAO tracks the pointers of certain,...

    Since a VAO tracks the pointers of certain, specific VBO's and IBO's as V-man said, how do you render two VBO's with one VAO? Or are you saying use the same VBO/VAO for multiple copies of the same...
  7. Sorry argum_, I didn't mean to ignore you. I just...

    Sorry argum_, I didn't mean to ignore you. I just didn't fully understand your post because I hadn't learned any lighting yet at that time.

    Alfonse, excellent tutorials! They are quite challenging...
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    OK will do. VAO's are more convenient anyway....

    OK will do. VAO's are more convenient anyway. What's an IBO? Edit: "Index Buffer Object", got it
  9. Is there any reason to send separate matrices,...

    Is there any reason to send separate matrices, instead of the MVP matrix? I can't seem to think of any reasons why the vertex shader would need access to camera space coordinates or whatnot.
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    Thanks for the responses, I really appreciate it....

    Thanks for the responses, I really appreciate it.

    I don't think I'm mixing up VAO's and VBO's, but I may have not been clear in my original post. Here is what I mean. Let's say you have...
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    glVertexAttribPointer

    According to the specification: http://www.opengl.org/sdk/docs/man3/xhtml/glVertexAttribPointer.xml
    You can call this function when nothing is bound to GL_ARRAY_BUFFER, as long as your "pointer" or...
  12. How many matrices should be sent to vertex shader?

    If you have models in a world, you usually transform them from model space to world space to camera space to clip space. That's three transformations. Now I read here:...
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