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  1. Replies
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    Re: No more mapping layers, or arbitrary ones

    Well, I guess a facility to retrieve the attribute names referenced in a compiled shader before linking would also do it, wouldn't it?
  2. Re: Transforming vertexes with the GPU?

    Well, presumably you're using doublebuffering.
    You can do anything you like to the backbuffer, as long as you overwrite it before you swap buffers.

    To 'ignore' the projection matrix, just use an...
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    Re: No more mapping layers, or arbitrary ones

    I'm not in the process of moving any code to GL3, but I saw that and thought it was annoying.
    But since these are the old 'fixed' attributes, with predefined indices, I guess they're easy to...
  4. Re: Figuring out bounding box for transformed obje

    Surely you are rendering triangle strips, but presumably your source data is not a triangle strip but a two-dimensional array?

    The grid block suggestion is to use a course version of the original...
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    Re: No more mapping layers, or arbitrary ones

    Hi Korval,

    perhaps your issues are with rendering TO a VAO for intermediate results, and subsequently retrieving those intermediate results in another shader, and I can imagine that to be...
  6. Re: Figuring out bounding box for transformed object

    If you're going "crude" you might as well use a bounding sphere, since that doesn't change with the viewing angle.
    Or you could reduce the detail by calculating the minimum and maximum for each grid...
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    Re: basic multitexturing problem

    Never had any problems binding the same texture to multiple texture units.

    What function are you using to combine the textures?
    Are you using a fragment shader? Are you using texture combiners?...
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    Re: No more mapping layers, or arbitrary ones

    I agree that it's easier to address by string - although it's extremely easy to add that mapping function to your own code.

    I think where you get an advantage with the current approach is once you...
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    Re: Draw a border around a 3d subwindow

    Since that's perhaps a bit short, here's what you would do:

    1) clear the backbuffer (assuming you're using a doublebuffered window, which you should)
    2) set your projection matrix for the 3D...
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    Re: Trouble with drawing torus

    If you're not using texturing it looks like the winding order of half of the triangles is wrong, and you're seeing backfaces being rendered in black. But I'm not sure how that could happen with...
  11. Thread: Vertex Coord

    by T101
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    Re: Vertex Coord

    Not to worry. It's a beginners forum. We won't bite your head off. That's reserved for the advanced forum ;)
  12. Thread: Vertex Coord

    by T101
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    Re: Vertex Coord

    1. Rectangular
    2. No. But there might be one on http://nehe.gamedev.net
  13. Re: [Question] excluding statements from display l

    There is no law that says that they can't. Display lists may be accelerated, and one possible way for a driver to do so is to create some static VBOs under the hood.

    I had a quick look in the Red...
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    Re: Cross-platform OpenGL

    GLUT takes care of opening the windows and acting upon input, so it does not need to be updated often. You still use normal GL calls for the fancy stuff (VBOs, shaders etc).
    If GLUT supports opening...
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    Re: Wrapping around a cylindrical surface.

    I suppose that's a bit clearer than the way I stated it.


    The way I read it, people will not be inside the cylinder but outside it.
    Sounds more like a large sort of cylindrical aquarium that...
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    Re: Wrapping around a cylindrical surface.

    I don't think you'll need to use glFrustum, but you will need multiple viewports.

    You either have some sort of cylindrical LCD screen or you have projectors that beam their images onto a cylinder....
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    Re: Vertex Count after the Z Order

    I'm not sure what you're trying to achieve here, but OpenGL does not store your vertices. They are streamed and not sorted.
    They are also not magically merged into a single vertex. Conceptually and...
  18. Re: Multisample resolve is not gamma correct with FBOs

    Confusing terminology aside, and assuming that the FBO used by Cubitus is indeed in sRGB format, the issue seems to be that the raw values are being interpolated linearly instead of being decoded...
  19. Re: Multisample resolve is not gamma correct with FBOs

    Interesting observation, but the behaviour does not necessarily sound like an error to me.

    Gamma-correction compensates for non-linearity of the display monitor and perhaps even for the user's...
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    Re: Difference between Raster and texturing

    Ah, but those two functions do entirely different things.
    I take it you're only looking at 2D functionality at the moment.

    glTexImage2D uploads a bitmap to the graphics card so it can be used for...
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    Re: Difference between Raster and texturing

    Having used neither, I can only observe that one is from GL, in other words from the driver, and the other from GLU.
    The GLU routines are more programmer-friendly shells around the raw GL routines....
  22. Thread: Starting opengl

    by T101
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    Re: Starting opengl

    Sorry for nitpicking, but compilers use headers. Depending on your compiler it may or may not have the necessary headers installed by default.
    The Visual C++ compiler probably has OpenGL headers...
  23. Thread: Starting opengl

    by T101
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    Re: Starting opengl

    Odd that ATI would refer you to this site. I've never found those here either.

    I think you should really be getting those headers from ATI, but you could try Mesa's headers.
    Something compiled...
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    Re: Difference between GLvoid and void

    HexCat is right, although I would rephrase that 'minimum' stuff. Normal C/C++ types are defined with a minimum word size defined by the compiler.
    Compilers of 15 years ago might well have defined an...
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    Re: Terrain - Texture Coordinates / Shadow Map

    I'm using an EeePC (7", using the default Linux OS and using the default MesaGL version) as a development environment and it certainly supports multitexturing and texture combiners.
    Of course it...
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