Interesting!
"but if you are doing state changes as well - all this will kill performance"
So, you are saying that
glVertexPointer();
glDrawArrays();
glColor3f();
Type: Posts; User: CRasterImage
Interesting!
"but if you are doing state changes as well - all this will kill performance"
So, you are saying that
glVertexPointer();
glDrawArrays();
glColor3f();
I don't think Direct X is doing anything different.
Is your image being drawn 1:1 on the screen?
As opposed to being scaled up or down when drawn to the screen?
What I mean is: You are seeing an unsightly "pop" when your text image animates (moves). Because 1 pixel from the source image is being drawn at a particular destination pixel one second; then it...
Can you verify that GL_LINEAR gives a smoother animation? In spite of how you feel about the fidelity.
I don't see how something can use nearest-neighbor sampling and, at the same time, not pop.
I just did a test and while the edge of a textured quad is not anti-aliased and will pop pixel to pixel, the texture pixels move smoothly with sub-pixel accuracy.
Are you enabling bi-linear...
Each group (object?) is in it's own glDrawArrays() call because they each have their own mode (GL_LINE_STRIP, GL_LINE_LOOP, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, etc...) and there may have been a state...
Can you explain what you are actually doing?
Is the text in that video a raster image that you are drawing as a textured quad?
Or are the letters a bunch of 3d geometric shapes?
Here is the code, for reference.
This is the init logic for each VBO:
glGenBuffersARB(1, &vboid);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboid);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, datasize,...
I am working on an application drawing 2D CAD drawings. Most geometry is of the GL_LINE variety. Though there are a few GL_TRIANGLE types in there as well.
My first pass at it had me using...
I have a situation where there are 3 million points. Broken up among 255 thousand separate entities. (GL_LINE_STRIP, GL_TRIANGLE_STRIP, etc..)
I have created 255 thousand VBOs. One for each...
Ah, I see.
I thought you had to use glVertexAttribPointer() if you were using interleaved data.
I thought glVertexPointer() and the others were only for contiguous data. (I didn't notice the...
I think you are missing the real question I was asking:
"the claim that there is no requirement for shaders in order to do an interleaved VBO"
Earlier in the thread, I had asked what was...
Yes, there are two ways to connect the shader to the glVertexAttribPointer() function.
But I was questioning the claim that there is no requirement for shaders in order to do an interleaved VBO.
When you use glVertexAttribPointer() doesn't the first parameter have to be an attribute taken from a vertex shader?
Or is there some predefined attribute numbers for vertices, colors, texture...
Could you explain what "core profile" means?
I will post my code later, with: no VAO, no element array and no shader.
Maybe someone will see what I am missing.
use stippling perhaps?
I am converting some glBegin() / glEnd() code into using VBOs instead.
While reading various articles about VBOs, I found it rather confusing.
Some examples used element arrays to index into the...
Really? Jeeze. It gets complicated.
I already knew that some state things get associated with the currently selected texture. Like the setting for linear vs nearest sampling and other...
Ok, thanks!
Is there a single container storing the state info (glColor(), glBlendFunc(), glEnable(), etc...)?
Or do FBOs own their own state info? (separate from the screen's state info)
glGenFramebuffersEXT( 1, &m_DL_FBO );
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_DL_FBO);
//Now make a multisample color buffer
int samples =...
I am not sure if this is a card-specific thing, driver-specific or if I am doing something wrong.
Here is the problem:
The card (ATI Radeon HD 4300/4500 Series) does 4x multisampling. The...
Ok, thanks.
Sorry if this question is too simple.
The answer is probably made clear somewhere, and I just haven't stumbled into it yet.
Question(s):
Do the results of glBlendFunc() get fed to the...
I have a glcontext setup with multisample.
It works fine and looks good at 16 samples.
I need to copy the pixel results at a certain point in the render to a texture.
I have tried this with...