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Type: Posts; User: farshizzo

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  1. Fragment shader does not compile on AMD Radeon

    I've been having trouble getting a fragment shader working on an AMD Radeon HD 6700 card using Catalyst 13.4 drivers under Win7 x64. Using the GPU ShaderAnalyzer application, I was able to narrow...
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    Re: OpenGL with multiple graphics cards

    Thank you, that's all I needed to know.
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    OpenGL with multiple graphics cards

    Hi,

    I have a Windows XP machine with two different graphics cards and I'm having trouble running an OpenGL app on a specific card. I always assumed that when you create an OpenGL context, it will...
  4. floating buffer and fbo perfomance issue

    Hi,

    I'm trying to learn how to render to float buffers using FBO. I made a simple program that renders a model to a 16-bit floating buffer then displays it on a fullscreen quad. Everything works...
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    Re: Time of display

    Thanks for the information guys.

    This is why I thought that glFinish() should be called after SwapBuffers(), since I want to be sure that the swap has occured. But from what you said it sounds...
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    Time of display

    I'm creating an OpenGL application that displays some stimulus to the user and measures their response time with some input device.

    My question is, what is the most accurate way to determine when...
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    Optimization advice

    Hi,

    I'm currently working on updating/optimizing an old simulation. This simulation creates a random constellation of points in 2D screen coordinates and then projects the points back into 3D...
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    Re: getting proj/modelview matrix

    Hi,

    The following code will get you the modelview and projection matrix.


    GLdouble projection[16];
    GLdouble modelview[16];

    glGetDoublev(GL_PROJECTION_MATRIX,projection);...
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    Re: How to learn OpenGL?

    Hi,

    Try NeHe, they have tons of OpenGL tutorials.

    http://nehe.gamedev.net/
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    Re: spotlight effect

    Is your cube model highly tesselated? OpenGL lighting is done per-vertex, so you need a lot of polygons for it to look like a real spotlight.
  11. Writing to depth buffer within fragment program

    Hi,

    I have a gray scale texture which is being applied to an object. When the gray scale texture is rendered, I want it to also render into the depth buffer. I wrote the following fragment program...
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    Re: Using depth map for occlusion

    Thanks for the tip SirKnight. The documentation I was looking at must be outdated. It said the following about the glTexSubImage2D command:

    "In general, texture images can be represented by the...
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    Re: Using depth map for occlusion

    Hi,

    Thanks for the advice. Unfortunately, I don't have a GeForce 6.

    Also, I might have been a little unclear. I already have the depth map image. My problem is copying the data from the depth...
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    Using depth map for occlusion

    Hi,

    I'm trying to create a program that displays a photo on the screen with 3d objects overlayed on top of it. I want the 3d objects to be occluded by certain objects in the actual photo.

    I got...
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    Re: blending textures using a mask

    Thanks for the tips. The texture_env_combine extension looks like it should do the trick.
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    blending textures using a mask

    Hi,

    I want to be able to blend two textures according to a gray scale mask. The first texture should show up in the white area of the mask. The second texture should show up in the black area of...
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