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Type: Posts; User: Alfonse Reinheart

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  1. If you have between ~20 FBO binds, but also only...

    If you have between ~20 FBO binds, but also only ~20 shaders, then it's probably not going to be a problem. Or rather, the cost of changing FBOs that often will dwarf the added cost of also changing...
  2. It's not clear from "v_texCoords = a_texCoords"...

    It's not clear from "v_texCoords = a_texCoords" that `a_texCoords` values are on the range [-1, 1]. Because if they're only [0, 1], then that's wrong.

    For the rest of your problems, read this.
  3. Nothing. If your version of OpenGL is so outdated...

    Nothing. If your version of OpenGL is so outdated that it's not even 2.0, odds are good that it doesn't support EXT_framebuffer_object or the ARB version. It's not so much that you need shaders, but...
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    I wouldn't bother using a product that doesn't...

    I wouldn't bother using a product that doesn't even have a proper documentation page. Or any page other than a splash page with a marketing blurb.
  5. You could just have that function write to a...

    You could just have that function write to a global out variable. You can write multiple colors, after all; outputs don't have to be written from `main`.

    But if you're going to conditionally write...
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    There is no texture matrix in OpenGL ES 2.0. It...

    There is no texture matrix in OpenGL ES 2.0. It doesn't have any of that old stuff. You have to use a shader.

    If you want to offset your texture coordinates by a value, then you pass that value to...
  7. As stated in the Posting Guidelines...

    As stated in the Posting Guidelines, please don't cross-post.
  8. Here's a quicker way: stop reading from OpenGL. ...

    Here's a quicker way: stop reading from OpenGL.

    You gave OpenGL that pixel data. You therefore know exactly what it is. So... why are you reading it back if you already have it? And if you threw...
  9. Note that you can also query which pixel transfer...

    Note that you can also query which pixel transfer formats are preferred for a particular internal format, for a specific implementation.
  10. No. And generally speaking, they shouldn't be. ...

    No. And generally speaking, they shouldn't be.



    They do two different things. The Internal Format is, well, that. The "format" is the pixel transfer format.

    The internal format describes the...
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    Doh! My fault; I forgot that those images were...

    Doh! My fault; I forgot that those images were only for positive floats-only.

    But GL_RGBA8_SNORM ought to work. I'm rather surprised that image formats don't provide a 10-bit-per-channel signed...
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    Didn't we talk about you making new threads for...

    Didn't we talk about you making new threads for the same problem before? Also, asking the question multiple times doesn't suddenly make a non-OpenGL question into an OpenGL question. It's still a...
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    The idea with deferred rendering is that the cost...

    The idea with deferred rendering is that the cost increases for the primary rendering should be offset by the cost decreases from removing and consolidating lighting computations. Your scene doesn't...
  14. In order to be able to render virtual objects...

    In order to be able to render virtual objects within a physical world, you need to make sure that the scales of the two worlds match up. And since you can't control your physical world's scale, you...
  15. Considering that he's using glDrawPixels to write...

    Considering that he's using glDrawPixels to write the depth, I don't think efficiency is the problem ;)

    In any case, I would suggest rendering both the color and depth textures as color and depth...
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    I'm going to ignore your very strange combination...

    I'm going to ignore your very strange combination of legacy GL with modern methods. That's probably not the issue here.

    There are several things you're not doing very well.

    First, let's manage...
  17. Yes, but you're going to have to do that anyway....

    Yes, but you're going to have to do that anyway. That's the only way you can have rendered elements match with, and be obscured by, existing photographed elements.

    BTW, when they said to do this,...
  18. BTW, just so we're all on the same page, that is...

    BTW, just so we're all on the same page, that is OpenGL ES's GLSL code, right?

    Also, what is a "uiimage"?
  19. Just because your code using OpenGL somewhere...

    Just because your code using OpenGL somewhere doesn't make your problem an OpenGL problem. Your problem is about the collision detection in your code, which is off-topic for the forum.

    Also,...
  20. The "best" way to do it would be not to do it at...

    The "best" way to do it would be not to do it at all.

    However, if you absolutely must do this, for some reason, you'll have to do some performance testing to determine the performance difference...
  21. That's because such information doesn't exist....

    That's because such information doesn't exist. Vertices are used by the rasterizer to generate fragments, but individual fragments and fragment shaders have no knowledge of which vertices were used...
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    Here's one idea: if you're going to ask a...

    Here's one idea: if you're going to ask a introductory general programming question on an OpenGL forum, you could at least stop making new threads for dealing with the same issue. You could also use...
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    Perhaps you should invest some time in...

    Perhaps you should invest some time in programming in C++ without OpenGL, before pushing forward with OpenGL. Alternatively, you could find an OpenGL binding for Fortran. Though most such bindings...
  24. Well, this is an OpenGL forum, not a general...

    Well, this is an OpenGL forum, not a general programming forum. So collision detection is generally off-topic, since it's not a part of OpenGL. Not unless you're trying to use OpenGL to do collision...
  25. Oh, I'm sorry; I read the wrong thing in EXT_DSA....

    Oh, I'm sorry; I read the wrong thing in EXT_DSA. The function you're looking for is glEnableVertexArrayAttribEXT.
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