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Type: Posts; User: rodrigoloc

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    Subroutines buffers

    I don't know if it is implemented or not, but let's start with the problem.
    Like indirect drawing and indirect dispatch I think there should be an extension for passing subroutine uniforms from a...
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    Here: currentTime = SDL_GetTicks(); lastTime...

    Here:

    currentTime = SDL_GetTicks();
    lastTime = currentTime;
    deltaTime = (float)(currentTime - lastTime) / 1000;

    It won't work because you're setting to lastTime currentTime so their...
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    937

    You can download libGL and libglew. I don't know...

    You can download libGL and libglew. I don't know Linux Mint's packages but in Ubuntu they're: mesa-common-dev and libglew-dev. If you wish to create a window without using directly X11 you can use...
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    If you're using nVidia or AMD and an OpenGL 4.4...

    If you're using nVidia or AMD and an OpenGL 4.4 compatible graphics card you can install their propietary driver and use it. If you have an Intel graphics card, you'll have to wait a long time before...
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    Thank you. I thought sync objects do a full...

    Thank you. I thought sync objects do a full synchronization but now they're working.
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    Know if draw call has finished

    Is it possible to know if a specific draw call has finished? For example:


    bind_some_data(foo);
    glDraw*(); // -> draw1

    bind_some_data(bar);
    glDraw*(); // -> draw2

    if (draw1_has_finished())
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    I've noticed that you did this: GLfloat...

    I've noticed that you did this:


    GLfloat vertices [NumVertices][2] = {
    {-0.90, -0.90}, //triangle 1
    { 0.85, 0.90},
    {-0.90, 0.85},
    { 0.90, -0.85}, //triangle 2
    { 0.90, 0.90},
    {-0.85, 0.90}
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    Try using "#version 4xx core" where xx may be 00,...

    Try using "#version 4xx core" where xx may be 00, 10, 20, 30 or 40.
  9. I think GL_VERSION_4_3 is a macro defined by...

    I think GL_VERSION_4_3 is a macro defined by glew. If it is defined it means that your glew version supports OpenGL 4.3. glGetString gets drivers' version.
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    If you are really using OpenGL 3.x you must use...

    If you are really using OpenGL 3.x you must use shaders. But it seems that you are using OpenGL 1.x, I don't remember how to do that. Have you tried with GL_ALPHA_TEST insteed of using GL_BLEND?
  11. glSyncFence leak

    I'm currently using this:


    GLsync pSyncFence = NULL;
    for each object
    {
    if (pSyncFence)
    {
    GLenum nReturnValue = glClientWaitSync(pSyncFence, GL_SYNC_FLUSH_COMMANDS_BIT,...
  12. Have you included GLEW's header files? Why is...

    Have you included GLEW's header files? Why is glewInit() commented?
    If you haven't got GLEW click here.
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    What OpenGL version and graphic card are you...

    What OpenGL version and graphic card are you using?
    Could you show us how are you drawing that meshes?

    Edit: Triangle strips are (usually) one of the fastest modes so there's no problem with that.
  14. I don't know how does glInterceptor work but if...

    I don't know how does glInterceptor work but if it is OpenGL 2.x you can use:

    glUseProgram(0);
    It will disable both vertex shader and fragment shader. Keep in mind that you can't just disable one...
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    Hmm... How did it work if you didn't use shaders...

    Hmm... How did it work if you didn't use shaders with OpenGL 4.3? glEnableVertexAttribArray(0) without shaders won't do anything (in both, core and compatibility profile).
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    I don't know what's wrong but you can try...

    I don't know what's wrong but you can try negating your rotation parameters.
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    Have you got example's code? That error code...

    Have you got example's code? That error code doesn't look like a freeglut error. Is freeglut's .dll in your current working directory?
  18. glBufferStorage syncronization

    Hello,
    I would like to know how to use glBufferStorage without GL_MAP_COHERENT_BIT flag. If I remember correctly with that flag I don't have to glMemoryBarrier the buffer before reading or writing...
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    Have you tried with Code::Blocks' OpenGL's...

    Have you tried with Code::Blocks' OpenGL's example? Its OpenGL version is a bit old (it uses OpenGL 1.0 I think) but it's good getting started.
  20. Try with some trigonometry. If you know the...

    Try with some trigonometry. If you know the angles you can simply use sin and cos to move camera.
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    I do not know why your program closes. But if you...

    I do not know why your program closes. But if you rotate in Timer(int) function and then in Draw() function you load matrix's identity nothing will happen. Try declaring a member variable and add a...
  22. You could try this...

    You could try this.
  23. Why do you include dxerr.lib d3dx11.lib...

    Why do you include dxerr.lib d3dx11.lib d3dcompiler.lib? Those dependencies are from Direct3D 11.
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    Uniform block binding

    Hello, I'm trying to set some data to a shader through uniform blocks. But I don't get what I wanted. Here's the code:

    const GLfloat pColor[] =
    {
    1.0f, 1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,...
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    OpenGL doesn't handle collision detection. You...

    OpenGL doesn't handle collision detection. You could try with box-collision detection and spherical-collision detection. It's something like this:


    // Box collision:
    Vector3 Box1, Box2
    If Box1...
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