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
Type: Posts; User: yjh1982
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
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]...
ATI card 4770.use opengl 3.3 core profile context must call
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
OtherWise glVertexAttribPointer or glEnableVertexAttribArray error.
...
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?
thus mean :function texture don't select mipmap,and function textureGrad do?
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...
?
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?
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...
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...
frag shader:
#version 330
out vec4 fragColor;
void main(void)
{
....
and call glBindFragDataLocation(progid,0,"fragColor"); after shader program link;
opengl profile Confuse me.
glutInitContextVersion (3,0);//or (3,1)
// glutInitContextFlags (GLUT_FORWARD_COMPATIBLE );
// glutInitContextProfile(GLUT_CORE_PROFILE);
if compatibility Profile...
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...
excuse me ...GL_RGB16 only 128M.....
but internalformat have GL_RGBA12 or GL_RGBA16.
can't use? :eek:
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
just query max texture support.
I think it closely card memory :rolleyes:
I can't believe.
I don't think this Forums related about country
or politics........
use BGR let texture load more quickly on win32
platform.but only about load speed
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.
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...
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...
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...
:eek: I look at msdn and red book of opengl 1.2
I know msdn is older.but red book...is my miss?
"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?