Since you want the vertex attribute to be an integer in the shader you'll want glVertexAttribIPointer (notice the "I"). On a quick glance the bindless texture extension does not add 64bit integer...
Type: Posts; User: carsten neumann
Since you want the vertex attribute to be an integer in the shader you'll want glVertexAttribIPointer (notice the "I"). On a quick glance the bindless texture extension does not add 64bit integer...
GL11.glDrawBuffer(GL11.GL_NONE);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
usePostProcessingTexture(renderer.getSceneTexture(0));
This looks a bit odd to me; you disable draw...
What is wrong with it? (You'll save everybody a lot of time if you describe what to look for ;) )
Also, have you seen the other two recent threads on OBJ loading?
OpenGL does not support different indices for vertex attributes, all vertex attributes have to use the same index. You need to rearrange the attributes and index to satisfy that requirement, see this...
For any kind of performance optimisation you will first have to understand what parts of your program are slow, i.e. you'll have to profile it so that you know where to spent your time/brainpower...
You'll have to ask a kernel/driver developer how exactly this is done, also on a quick glance it looks like Linux Device Drivers, Chapter 13 may be relevant.
.OBJ is multi-indexed; different vertex attributes have their own index (i.e. there is an index for position, one for normals, ...). OpenGL only supports a single index that is used for all vertex...
Ok. Well, as mentioned before it really depends on the order of window system/OS events. About the only guarantee there is is that you get at least one call to reshape before the first call to...
The OpenGL implementation (graphics driver) could map GPU memory into the application address space. It can decide what to do based on buffer size or usage hint, or information it tracked about how...
See documentation for glutReshapeFunc. Like all the glut*Func() functions this registers a callback function, a function that is called in response to a window system/OS event, so that your...
Uhm, I'm confused, what physics functions are you referring to?
The order you register callbacks in has no influence on the order the callbacks are being called, the latter is determined by the order in which GLUT receives events from the window system. IIRC you...
What yo you mean by that? Freeglut is an implementation of the original "GLUT" library plus some extensions. Are you saying the program is linking to both libraries? I would expect that to fail and...
In that case, yes, you'll need some way to keep track of what makes up your "scene", i.e. the set of graphical objects.
Sounds like an abstract base class for drawable objects from which you...
I guess. Or you could use double buffering and use the back buffer to accumulate your drawing operations and when you want to show them swap buffers. Although I'm not sure that really does what you...
void keyboardown(int key, int x, int y)
{
switch (key){
case GLUT_KEY_RIGHT:
for(int i=0;i<25;i++)
px+=move_unit*dx*cx;;
break;
case...
I normally don't use X directly (but some toolkit like Qt, GTK or for simple stuff GLUT), so I don't have code for that, but other folks do: OpenGL with X11 Example ;)
From the wiki:
Uhm, OpenGL only clears the framebuffer if told to do so, i.e. by calling glClear(/* mask to specify buffers to clear */). Perhaps I don't understand what you want to do, but it seems to me you only...
OpenGL version numbers are mostly an indication of the capabilities of your graphics hardware (for example I have a machine with an Nvidia GTX 8800 and it reports OpenGL 3.3, while the same driver...
Yes, it is, thank you!
That would only be true for an image with a single channel and no compression. More common would be 3-4 channels (RGB, RGBA) and compression, hence use libjpeg to read the image from disk, or use a...
Hmm, what other attributes do you request for your framebuffer config (e.g. double buffers, depth buffer)? Since you are not getting a framebuffer config that supports stereo, the driver does not...
Make a 1D texture that contains the color map (i.e. for every normalized pressure value it contains the color you want to assign to it). Then use a fragment shader program to look into you pressure...
Hmm, how does the OpenGL version affect the image loader library you use? - I usually consider uploading textures to OpenGL a two step process: first you use an image loader library to get the data...