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  1. Learn about profiles...

    Learn about profiles. See also platform documentation about profiles.
    TLDR: On OSX, GL3.2 and later contexts are always core and forward-compatible; all deprecated features are removed.

    If you...
  2. Yes. You could query GL_SHADING_LANGUAGE_VERSION...

    Yes. You could query GL_SHADING_LANGUAGE_VERSION or the shader log to figure this out.
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    Look at Microsoft's pretty pictures...

    Look at Microsoft's pretty pictures to understand the mipmap layout differences.

    Look at Nvidia's sample code to understand the applications.
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    Vertex Attribute Stride...

    Vertex Attribute Stride
  5. Except for subroutine uniforms, which are reset...

    Except for subroutine uniforms, which are reset every time.
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    It was introduced in EXT_gpu_shader4...

    It was introduced in EXT_gpu_shader4, way back in 2006.
  7. Yes, this is the simplicity of SBS; the TV takes...

    Yes, this is the simplicity of SBS; the TV takes care of stretching the left & right halves of the display and all the synchronization with 3D glasses.

    Half-resolution also partially offsets the...
  8. A very simple alternative is to set your 3DTV to...

    A very simple alternative is to set your 3DTV to SBS mode. Create a normal double-buffered window, and render your scene twice with appropriate projection/viewport/scissor. Pros: no special...
  9. That's what beta testers and assert builds are...

    That's what beta testers and assert builds are for. After you've resolved all failures, turn off validate/geterror/etc in your release builds.
  10. See the...

    See the previous threads.

    Highlighting the important part of the documentation:


    So: if your validation is part of your shader loading, consider re-factoring it into a wrapper around your draw...
  11. So, you are arguing that API should not change...

    So, you are arguing that API should not change after the initial publication.
    Khronos disagrees, and changed several prototypes in 2012 (see appendix L of the GL4.2 spec.)

    Since they don't...
  12. So, the man page...

    So, the man page derived from the GL3.3 specification matches the old GL3.3 headers. And the man page derived from the GL4.5 specification matches the GL4.5 headers. What is the bug?
  13. Why do you think that is a bug?

    Why do you think that is a bug?
  14. Read: "Why no fully programmable blend?...

    Read: "Why no fully programmable blend?" (and the surrounding articles... consider your algorithm's read-write ordering with thousands of processors running in parallel.)


    This has been defined...
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    Is that the complete trace? It doesn't show any...

    Is that the complete trace? It doesn't show any calls to glGenBuffers, so all of your glBindBuffer calls (i.e. the element array, uniform buffer) should be invalid (because core profile doesn't allow...
  16. Read: "Why no fully programmable blend?...

    Read: "Why no fully programmable blend?"

    The closest option on desktop GPUs is NV_texture_barrier (recently promoted.)
  17. If you're using glCopyTexImage, simply give it a...

    If you're using glCopyTexImage, simply give it a compressed <internalformat>. Then use glGetCompressedTexImage to retrieve the bytes.



    Some platforms have solutions for cross-process surface...
  18. That man page is wrong; smoothstep() has been...

    That man page is wrong; smoothstep() has been there since the very beginning (100, 110 and 120.)
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    Your GPU supports GL 4.1...

    Your GPU supports GL 4.1 in OS X 10.9.
    But only if you opt in to Core Profile.

    You'll have to figure out how to do that in Java.




    Many features of GL3.x (fbos & blits, float & integer...
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    Read ARB_shader_draw_parameters...

    Read ARB_shader_draw_parameters.
  21. Colors in GL are typically in [0.0...1.0], not...

    Colors in GL are typically in [0.0...1.0], not [0.0...255.0].
  22. Very old (~2006) desktop GPUs and most current...

    Very old (~2006) desktop GPUs and most current phone GPUs can't filter 32-bit floats. Try RG16F.


    Do an experiment to confirm your suspicions: make a two-pixel texture with black and white, and...
  23. Start by reading the "Standard Uniform Block...

    Start by reading the "Standard Uniform Block Layout" section in the spec.



    After reading the spec, you should see that your struct isn't really 16 floats. You can introspect it to confirm,...
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    You've uploaded GLushorts, but declared floats. ...

    You've uploaded GLushorts, but declared floats. So your actual index data is [0000 0000 0000 3f80], which draws one degenerate triangle, and then dereferences far outside of your allocated vbo (i.e....
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    Setting clipspace gl_Position.w = 0.0 means that...

    Setting clipspace gl_Position.w = 0.0 means that all NDC xyz = infinity.
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