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  1. https://www.opengl.org/registry/specs/ARB/shader_i...

    https://www.opengl.org/registry/specs/ARB/shader_image_size.txt
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    Regal does that to some degree: ...

    Regal does that to some degree:

    https://github.com/p3/regal
  3. Check page 3 of the Optimus Renderint Policies...

    Check page 3 of the Optimus Renderint Policies guide at https://developer.nvidia.com/optimus to see how to enable the discrete GPU for you app.
  4. You could either #define your variables or have...

    You could either #define your variables or have little wrapper functions that return the respective element from the uniform buffer.
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    http://www.opengl.org/registry/specs/ARB/copy_imag...

    http://www.opengl.org/registry/specs/ARB/copy_image.txt the region of interest into a separate texture and then GetTeximage that?
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    Have you looked at Regal? ...

    Have you looked at Regal?

    https://github.com/p3/regal
  7. Have you looked into this GL 4.3 feature,...

    Have you looked into this GL 4.3 feature, especially issue (2)?

    http://www.opengl.org/registry/specs/ARB/program_interface_query.txt
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    Please send Piers or me a private message so we...

    Please send Piers or me a private message so we can take care of this and file a bug.

    (note beside, our developer forums were recently compromised by a third party which might explain why your...
  9. If you have MSAA enabled, you might want to look...

    If you have MSAA enabled, you might want to look into centroid sampling for texture coordinates.
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    For point 3, just prefix your shader code with...

    For point 3, just prefix your shader code with "#define phong_fragment_shader main" as a workaround.
  11. Re: OpenGL + Allegro - Lag - Trouble with VBO

    Are you sure that you are loading the .bmp from the hard disk only once, and not every frame?
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    Re: GL_EXT_discard_framebuffer

    D3D11.1 supports similar functionality:

    http://msdn.microsoft.com/en-us/library/hh404562(v=VS.85).aspx#discard_resources_and_resource_views
  13. Re: FShader gives different output on different phones

    Try precomputing 1/radius on the CPU and pass it to the fragment shader as a uniform.
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    Re: GLM math constants

    http://www.boost.org/doc/libs/1_47_0/lib.../constants.html

    Has the advantage of making them templatable for float, double etc.
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    Re: GPU-accelerated path rendering

    It seems that the extension ignores geometry and vertex shaders, so now I'm wondering how one would do e.g. (geometry shader) instancing to replicate a path into multiple layers of a 2D texture array...
  16. Re: Question on multipass rendering: Recalc or store?

    Actually, you can. You specifically have to disable rendering with glEnable(GL_RASTERIZER_DISCARD) when using transform feedback.
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    Re: OpenGL at GDC

    It would be quite helpful (and easy to do) to just chronoligally sort in the OpenGL specs into the extension list, e.g. making a head line. That way, that large wall of links is broken up into more...
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    Re: getting integer value instead of 0-1

    As I said before, glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, header.textureWidth, header.textureHeight, 0, GL_RED_INTEGER, GL_INT, startingPoint2D);
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    Re: getting integer value instead of 0-1

    GL_RED_INTEGER as your external format
  20. Re: Getting long values from CPU to GPU with usampler?

    On Windows 64 bit, int and long are 32 bit, long long int and the pointers are 64 bit.

    http://en.wikipedia.org/wiki/64-bit#Specific_C-language_data_models
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    Re: NVIDIA releases OpenGL 4.1 drivers

    I can confirm that it works :)
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    Re: OpenGL 3.x and Qt framework

    I we t to qt.gitorious.org and downloaded the .tar for the 4.7 project by qt-nokia, or however the user is named.
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    Re: OpenGL 3.x and Qt framework

    Qt 4.7 will support wglCreateContext, and thus 3.x

    I had to patch in support for the debug output and robustness extension.
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    Re: Official feedback on OpenGL 4.0 thread

    I am sorry, but i have to ask again: What about the headers?

    -chris[/QUOTE]

    I updated glew from the svn, put the ARB_cl_event extension on the black list and then ran the build script which...
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    Re: NVIDIA releases OpenGL 4.1 drivers

    Glad to be of service. :)

    So I was wondering what type of debug messages I am going to get?

    I only got API/SEVERE calls so far, but what about feedback similar to the GLEXPERT driver?
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