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    Using OpenGL with SDL

    I want to move my project from Win to Linux. It seems like on Linux its not easy to set up the basic window, message loop, input handling, ...so I was thinking about using SDL.
    Im hearing things...
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    Thanks for the clarification! I see that...

    Thanks for the clarification! I see that glTexStorage is superior, I just want to stick to OpenGL3.3 for now.
    I didnt know about glGenerateMipmap. Is there any reason not to use it and upload the...
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    Thanks for the answers! I still dont understand...

    Thanks for the answers! I still dont understand the difference here between glTexImage and glTexSubImage. Does glTexImage define only 1 mip-map level for the given texture? It says "glTexImage3D —...
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    Array Texture confusion

    I want to make an array-texture from 2D textures with mipmaps, but Im confused.

    This is one of the "tutorials" I looked at:
    https://www.opengl.org/wiki/Array_Texture

    Here they use...
  5. The profilers I use:...

    The profilers I use:
    https://code.google.com/p/shinyprofiler/
    http://www.codersnotes.com/sleepy

    To measure certain GL calls ....use a performance counter. Use glFinish to isolate the GL call.
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    Right way to check for errors

    How should I check for errors? In release mode I cant check them with while(...)glGetError after every single gl call. I can write macros that will only check in debug mode but some important calls...
  7. Thanks! I will try the geom shader approach then.

    Thanks! I will try the geom shader approach then.
  8. Thanks! Actually, I wanted to do text rendering...

    Thanks! Actually, I wanted to do text rendering and particles, where I want to provide the center of a quad while its 4 points are calculated in the vertex shader(as the width of the quads is fixed)....
  9. Fetching vertex attributes at different rate

    Is there a way to fetch different vertex attributes at different rate. Like to use new vertex coordinates per every execution of the vertex shader but use the same color for 3 vertices. This would...
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    Thanks! It works now as expected. Now it also...

    Thanks! It works now as expected. Now it also gives an INVALID_ENUM error if I try to use the GL_POINT_SPRITE.
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    Thanks! "What is removed? Point sprites?...

    Thanks!
    "What is removed? Point sprites? Certainly not! Just glEnable(GL_POINT_SPRITE) is removed since it is always on in post GL 3.2 versions."

    I understand that in 3.2+ core it should be...
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    OK:) Thanks anyway!

    OK:) Thanks anyway!
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    gl_PointCoord problem

    gl_PointCoord is not working(always returns 0). If I use GL_POINT_SPRITE, it works, however that was removed in GL 3.2, ...and Im using 3.3 now.
    So it works, but I have to use something that was...
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    I mean ...skip indices logically ...not skip them...

    I mean ...skip indices logically ...not skip them physically in the memory. Thats what stride does.

    To give an example:
    I have 2 VBOs. In one there are the positions of the vertices, in the other...
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    Change VBO offset while drawing instances

    I want to do something like instanced rendering ...but sort of the opposite. With vertexAttribDivisor I can set something like "after every 5 instances it jumps to the next index in the VBO". But...
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    Thanks! The code works fine. Except that I had to...

    Thanks! The code works fine. Except that I had to change the initialization to this:


    const vec2 quad_vertices[4] = vec2[4]( vec2( -1.0, -1.0), vec2( 1.0, -1.0), vec2( -1.0, 1.0), vec2( 1.0,...
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    Draw with fragment shader without vertices

    In OpenGL 3.3, is it possible to use the fragment shader just to "paint" to the screen without the need for VBO-s and vertex shader? ....or do I need to create a simple vertex shader and at least a...
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    Thanks! I will try drawElements - strips -...

    Thanks! I will try drawElements - strips - p.restart index - draw rows back and forth, ....and see what happens. It cant be that bad.
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    Thanks! Thanks for the detailed answer Photon!...

    Thanks! Thanks for the detailed answer Photon!
    "you do iterative microbenching to look for performance falloffs (or code your own vertex shader cache in a GLSL compute shader/OpenCL/CUDA)"
    ....no,...
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    Post T&L cache questions

    Ive read everywhere that the post T&L cache is "FIFO" but Im not sure how to interpret this. Does it mean that for a list like 4,5,6,7,8 the GPU can only access the element "4", or does it mean that...
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    Thanks! Works fine. Thats what I wanted!

    Thanks! Works fine. Thats what I wanted!
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    Triangle Strip - Per Triangle color

    In the old OpenGL(glBegin, glEnd), when you draw a triangle strip, there was no way to set the color per-triangle. Only per-vertex. Is this the same with shaders? I would need to draw the heightmap...
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    Its not working. I give up.

    Its not working. I give up.
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    GLfloat projection_matrix[16] = { ...

    GLfloat projection_matrix[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, ...
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    Sorry, I copy-pasted the text and it got messed...

    Sorry, I copy-pasted the text and it got messed up. Strange
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