Naked structs are evil because they are neigh impossible to port across architectures, compilers, programming languages and operating systems. The issues are very real and impossible to solve in a...
Type: Posts; User: Stephen A
Naked structs are evil because they are neigh impossible to port across architectures, compilers, programming languages and operating systems. The issues are very real and impossible to solve in a...
Glut creates a toplevel window. You need to turn this into a child window and set the C# form as its parent.
MSDN has more details on the process.
You need to ensure that your lines fall on whole pixels. If they fall between two pixels, antialiasing will (correctly) smooth the line and make it appear thicker.
In short, enable FSAA or...
Try asking on AMD's development forums. There is a slightly higher chance you might find someone who can help you there.
Out of curiosity, does gDEBugger work with that application and those...
No, it renders at 1280x720 but clips at 640x480.
Windows 7 x64, according to http://store.steampowered.com/hwsurvey
There are a few successful games that no longer support Windows XP, e.g. Just Cause 2. We'll slowly see more and more of those,...
You can find all ARB functions under 'GL.Arb' (EXT functions under 'GL.Ext' and so on and so forth).
If you wish to bind the method yourself, you'll need to use wglGetProcAddress() and...
Tao vs OpenTK shouldn't make a difference, both are passing the shader text directly to the driver. This could be a driver error; or it could be a user error.
Try reading back the shader source...
When you say 'orphans', you mean BufferData(..., null) or something else entirely?
Old experience with Intel/OpenGL (i865 and the like): blue screen.
Recent experience: mhagain nailed it. It generally works, until you stray from the beaten path. Don't try to share contexts,...
Right from the horse's mouth: http://msdn.microsoft.com/en-us/library/aa366778(v=vs.85).aspx
First step: load the heightmap data into an array (how you do this depends on your programming language). Once you have that, create an OpenGL texture and upload this data (see here:...
Awesome!
My guess is that the desktop version did not generate enough revenue. As far as I can tell, the mobile (iPhone) versions will still need to be purchased, which is a reasonable business...
GLSL stuck at 1.20. This must be a farce, wasn't OpenGL supposed to be a core part of Mac OS X?
String-based lookups don't have to be slow.
Nvidia drivers have / used to have a switch that would silently turn off OpenGL error reporting. Check your Nvidia Control Panel for something like that.
The "version" property should give you the version when a method was first introduced. For extensions, use the "category" property. For deprecated methods, check the "deprecated" property. Also note...
You need to include <glext.h>, too. The latest version is always available here: http://www.opengl.org/registry/api/glext.h
You need function pointers for anything after OpenGL 1.2.
Read this for more information: http://www.opengl.org/registry/ABI/
Yeah, having to follow the actual specification is so annoying ;) [/QUOTE]
Yeah, isn't it? You can't use stuff such as 'saturate', implicit casts and whatnot. ;)
http://www.gamedev.net/community/forums/viewreply.asp?ID=3636974
Not only is this artificial differentiation, it is also completely insane in its implementation: not all Quadro cards support 3d stereo for example (like my Quadro NVS in my laptop). Why?
Absolutely correct. The larger the project the higher the chance of non-deterministic interactions between its various components in a bind-to-edit API. This is especially true when integrating 3rd...
The 4670 supports OpenGL 3.3. For some reason, your drivers aren't installed correctly.
Uninstall your Ati drivers from the control panel, reboot and install version 10.3 from Ati's website. Make...
Have you actually installed OpenGL drivers from intel.com? If not go to that site and search for Vista/Win7 OpenGL drivers. (No, Windows don't install OpenGL drivers on their own, it uses a D3D-based...