Type: Posts; User: Chris_F
What version of OpenGL are you using?
In OpenGL 4 I would maybe create a uniform buffer with glBufferStorage (if available to you) otherwiese glBufferData. I would then use glBindBufferBase with...
I like to pretend that those functions simply don't exist. To quote Ian Romanick from Intel, "it [compatibility profile] should die in a fire anyway."
Not in core profile it isn't.
Given the function:
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);
I find myself confused about what the pointer indicies is used for. According...
It's not a DSA related issue. It effects glTexStorage2D just as much as glTextureStorage2DEXT.
I decided to use glGetTexLevelParameteriv to actually check the internal format of the texture after...
I'm trying to compress a texture to BPTC using this code but I am getting a corrupted image.
glTextureStorage2DEXT(texture, GL_TEXTURE_2D, 10, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, 512, 512);...
My question is regarding BPTC texture compression in OpenGL, specifically the DirectX equivalent to the BC7 texture format. It seems this is handled by the following enums:
Reading around on the Internet there are a few tidbits I have come across several times, they are:
1. Modern GPUs don't have hardware support for uncompressed RGB textures. They will be converted...
Here is some source code to reproduce the bug.
Oddly enough this works too.
GLuint texture = 0;
glTextureStorage2DEXT(texture, GL_TEXTURE_2D, 10, GL_RGBA8, 512, 512);
Ordinary TexStorage (second example) works fine. It's only when I try to use the DSA version of TextureStorage that GenerateMipmaps fails.
It's not missing. Example 1 and 3 both use DSA. Therefore no binding.
Compatibility with OpenGL ES is not one of my concerns.
The question still stands.
When I try this code, it doesn't work. For some reason only mip level 0 is present and all other mip levels are black.
GLuint texture = 0;