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Type: Posts; User: Alfonse Reinheart

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    SPIR-V consumption in OpenGL

    OpenGL 4.6 (or 5.0 or whatever the next version is called) should be able to consume SPIR-V. This entails two changes:

    1: glProgramBinary should be able to take SPIR-V. This would mean having a...
  2. If you are learning OpenGL in the classroom, then...

    If you are learning OpenGL in the classroom, then you should probably learn what they teach it to you. At least initially.

    OpenGL as an API has gone through a lot of changes, so it's not clear...
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    No, what I said was that the spec allows you to...

    No, what I said was that the spec allows you to do it. As you yourself have seen, implementations don't always follow the specification. Just don't be too surprised if it doesn't work.



    It's...
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    Well, you shouldn't do that. Unless you're using...

    Well, you shouldn't do that. Unless you're using the same size (and usage parameters), you shouldn't be calling glBufferData on the same buffer more than once. And even then, you should just...
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    Because they wrote it wrong. File a bug report...

    Because they wrote it wrong. File a bug report on it.



    No. The spec says what behavior ought to happen. The behavior you're seeing in various OpenGL implementations is therefore a driver bug....
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    It's not really clear what you mean by...

    It's not really clear what you mean by "flattened". A picture could be quite helpful.



    There are several ways to go about that. The most traditional way is to make this two objects. One that...
  7. This is a C thing, not OpenGL. The integer 0 is...

    This is a C thing, not OpenGL. The integer 0 is not the same thing as the character '0'. The latter is a text character, encoded in... well, it's typically ASCII, but C doesn't require that. The...
  8. The function you register with GLUT to display...

    The function you register with GLUT to display stuff will be called whenever GLUT thinks the display needs to be updated. Such as, for example, when the window is first shown to the user. Or when...
  9. Look, I'm not going to try to justify why the...

    Look, I'm not going to try to justify why the OpenGL API is the way it is.

    This is the API. That's how it works. Use it or don't, but complaining about it accomplishes nothing.
  10. Because that's how the API works. You're allowed...

    Because that's how the API works. You're allowed to change each individual component individually. So if you want to change all of them at once, you have to go through each individual component and...
  11. I can't speak to what polygon smoothing does, but...

    I can't speak to what polygon smoothing does, but I can correct your ideas about multisampling antialising:
  12. Where is the OpenGL ES code here?

    Where is the OpenGL ES code here?
  13. OpenGL Performer...

    OpenGL Performer? This ancient, commercial scene-graph library?

    It seems to me that they do entirely different things. FreeGLUT only covers the initialization, maintenance of, and interface to an...
  14. The glValidateProgram function answers the...

    The glValidateProgram function answers the question, "Given the current state of the rendering pipeline, can I render with this program?" Since you're not allowed to render without a VAO (in core...
  15. Never do this. You cannot use doubles without...

    Never do this. You cannot use doubles without using shaders. And you cannot use doubles natively without using glVertexAttribLPointer.

    What this tells OpenGL to do is that your vertex data are...
  16. If your code is doing what you describe that it...

    If your code is doing what you describe that it is, then it ought to work. But since it's not working, there is clearly a discrepancy between what you intended your code to do what your code is...
  17. It's kind of hard to say, since all you've told...

    It's kind of hard to say, since all you've told us is that you are rendering to textures. There's nothing about that concept that would necessarily cause the effect you describe. So it's rather...
  18. Data in a buffer object can be updated like this...

    Data in a buffer object can be updated like this. Again, streaming techniques will be of benefit to you.



    I feel that you are far too concerned about what doesn't get shown without having a...
  19. Generally speaking, you would allocate a buffer...

    Generally speaking, you would allocate a buffer that is "big enough" to handle some maximum amount of data. You don't allocate based on what your variable data currently is; you allocate based on...
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    Texture residency is defined by bindless...

    Texture residency is defined by bindless texturing. So if your card can't handle bindless texturing, it can't really handle NV_command_list.

    I'm surprised that NVIDIA exposed NV_command_list on...
  21. No, it has 8 positions. A "vertex" is a unique...

    No, it has 8 positions.

    A "vertex" is a unique combination of attributes (in a shader world, these are user-defined). A position is only part of a vertex. If your need normals, then the normal...
  22. I'm not sure how you got your code this wrong,...

    I'm not sure how you got your code this wrong, when the Wiki article actually provides GLSL code to do what you want. Or at least, it takes you to camera/eye-space; it's assumed that you can go to...
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    D3D always worked with ZERO_TO_ONE, and it didn't...

    D3D always worked with ZERO_TO_ONE, and it didn't have any problems with fixed point depth buffers and computation. To be sure, it has no advantages compared to OpenGL's [-1, 1] when using...
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    I think you're misunderstanding this...

    I think you're misunderstanding this conversation. I'm not claiming that your description of the results of the algorithm is in error. I'm claiming that your description of why it works is in error....
  25. ... why not? You bind the VAO you want to...

    ... why not?

    You bind the VAO you want to render with, and then you render. When you want to render the other VAO, you bind it, then render. Generally speaking, that's what VAOs are for.
    ...
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