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Type: Posts; User: yjh1982

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  1. Re: glDisable(GL_TEXTURE2D) get GL_INVALID_ENUM

    I not need glDisable(GL_TEXTURE_2D) or glTexEnv.
    quick-refenrence-card and red book 7th Mislead me. I always thought that donot disable will bring overhead
  2. glDisable(GL_TEXTURE2D) get GL_INVALID_ENUM

    glDisable(GL_TEXTURE) or glDisable(GL_TEXTURE2D) not be supported
    by core profile?
    My APP generate GL_INVALID_ENUM .

    in opengl4-quick-reference-card.pdf
    Texture Applicaton [3.8.18] [3.9.20]...
  3. core profile context must call glBindVertexArray?

    ATI card 4770.use opengl 3.3 core profile context must call
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    OtherWise glVertexAttribPointer or glEnableVertexAttribArray error.
    ...
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    FBO and texture about GL_STENCIL_ATTACHMENT

    Framebuffer can attach GL_STENCIL_ATTACHMENT,but texture not have single GL_STENCIL internel format.
    so what texture format can attach? DEPTH_STENCI?GL_RED?
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    Re: dFdx dFdy textureGrad and texture

    thus mean :function texture don't select mipmap,and function textureGrad do?
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    2,352

    dFdx dFdy textureGrad and texture

    texture and textureGrad have any diffrence?
    because I found use texture and set GL_LINEAR have same effect.
    I thinked texture no filter and textureGrad filter...

    ?
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    Re: read gray image and color index image.

    thanks.Now I can handle grey image.

    then index image (can get Palette,and data is Palette's index);
    I have to load two texture ,one is index data,Another is Palette data?
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    Re: read gray image and color index image.

    but on opengl 3.3 reference :

    GL_RED:Each element is a single red component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for green and blue, and 1 for...
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    read gray image and color index image.

    opengl core profile do not support GL_LUMINANCE and GL_COLOR_INDEX
    how can I load texture Minimum Cost(do not convert).
    For example, I have a image,8bit gray.Can I no convert to RGB and load to...
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    Re: Converting to 3.3

    frag shader:
    #version 330
    out vec4 fragColor;

    void main(void)
    {
    ....

    and call glBindFragDataLocation(progid,0,"fragColor"); after shader program link;
  11. core profile/core forward-compatible/compatibility

    opengl profile Confuse me.

    glutInitContextVersion (3,0);//or (3,1)
    // glutInitContextFlags (GLUT_FORWARD_COMPATIBLE );
    // glutInitContextProfile(GLUT_CORE_PROFILE);
    if compatibility Profile...
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    Re: what is the fastest way to draw text?

    http://homepages.paradise.net.nz/henryj/code/#FTGL

    it use freetype and some different Rendering modes supported are

    Bit maps
    Anti aliased pix maps
    Texture maps
    Outlines
    Polygon meshes...
  13. Re: How to query the total amount of video memory?

    excuse me ...GL_RGB16 only 128M.....
  14. Re: How to query the total amount of video memory?

    but internalformat have GL_RGBA12 or GL_RGBA16.
    can't use? :eek:
  15. Re: How to query the total amount of video memory?

    because texture must load into card memory when use ,isn't it ? I don't think ATI or NVidia's driver will support large texture much more card memory:D
  16. Re: How to query the total amount of video memory?

    just query max texture support.

    I think it closely card memory :rolleyes:
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    Re: Happy Christmas

    :)
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    Re: Math Problem at shadow volumes

    I can't believe.
    I don't think this Forums related about country
    or politics........
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    Re: RGB or BGR for textures?

    use BGR let texture load more quickly on win32
    platform.but only about load speed
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    Re: Hardware shadow mapping

    I think use GL_SGIX_shadow ...
    will more quickly.

    samples:
    http://nehe.gamedev.net/data/downloads/download.asp?letter=S

    Shadowmap v7 by Bobby G Chance Jr.
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    Re: glu function not be accelerated never???

    I mean is:
    If not be accelerated(gl and glu edition are all microsoft's,a very badly card in the mainboard ),
    slices too low the gluDisk like a polygon .

    but be accelerated on ATI or nvidia card...
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    Re: glu function not be accelerated never???

    but Why use gluSphere and gluDisk the slices on nvidia card always smooth and on microsoft
    soft implementation be affect by slices ...?

    and I believe modern card can implement
    gluDisk's...
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    glu function not be accelerated never???

    I have a qustion let me uptight.
    I query the glu edition on nvidia card (gf440&fx5200) and found is microsoft edition.
    :eek:
    Is mean glu not be accelerated by card?
    but I use gluSphere and...
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    Re: why glLogicOp no use RGBA?

    :eek: I look at msdn and red book of opengl 1.2

    I know msdn is older.but red book...is my miss?
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    why glLogicOp no use RGBA?

    "Logical pixel operations are not applied to RGBA color buffers."

    Is mean only use color index?
    opengl driver applied to RGBA glLogicOp difficult?or will give rise to miss?
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