Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: arekkusu

Page 1 of 20 1 2 3 4

Search: Search took 0.02 seconds.

  1. Replies
    2
    Views
    50

    You need a debugger...

    You need a debugger where you can set breakpoints and view variables.
  2. How are you ensuring...

    How are you ensuring that your VBO modifications on the worker thread are visible to the main thread?
  3. Replies
    19
    Views
    1,951

    4.1 actually, if the app figures out how to...

    4.1 actually, if the app figures out how to request core profile.
  4. Replies
    19
    Views
    1,553

    You could set a breakpoint on all of the API that...

    You could set a breakpoint on all of the API that can modify the VAO.
  5. Replies
    2
    Views
    272

    The semantics are spelled out in recent versions...

    The semantics are spelled out in recent versions of the specification. See "Determining Completion of changes to an object" in GL4.5.

    TLDR; you don't need sync objects, the producer must flush,...
  6. Yeah, that looks broken. Update to whichever...

    Yeah, that looks broken.

    Update to whichever newest OSX version your Hackintosh can run...?
  7. Show your code. For example: GLint...

    Show your code. For example:

    GLint maxCombinedUnits, activeUnit;
    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxCombinedUnits);
    printf("%s %s: %d\n",...
  8. Replies
    8
    Views
    574

    It's not implied. It's explicitly documented as...

    It's not implied. It's explicitly documented as such, in the specification's state tables for TEXTURE_BINDING_xD.

    It's legal to bind a texture of every target to the same unit. Prior to shaders,...
  9. Replies
    5
    Views
    822

    But if you use glGetError() you'll see that your...

    But if you use glGetError() you'll see that your draw call is broken in your new code. Because you changed it to draw GL_LINES, but your geometry shader expects GL_POINTS. Mismatched primitive...
  10. Replies
    5
    Views
    822

    A few different problems: 1) you're using...

    A few different problems:

    1) you're using constants that are only valid in GL3, in a GL2 context.
    GL_GEOMETRY_INPUT_TYPE != GL_GEOMETRY_INPUT_TYPE_EXT
    GL_GEOMETRY_OUTPUT_TYPE !=...
  11. What Alfonse means is: the ES3 GLSL spec says...

    What Alfonse means is: the ES3 GLSL spec says that sampler2D defaults to "lowp" precision, so unless you explicitly declare it "highp", you shouldn't expect to get a 32-bit float.

    (And if you're...
  12. All iOS devices (starting with the SGX 535 in...

    All iOS devices (starting with the SGX 535 in iOS4) support sampling from 32-bit floating point textures, via OES_texture_float in ES2 and inherently in ES3.
    They do not, however, support filtering...
  13. Replies
    1
    Views
    274

    There is an extra ); at the end of your shader...

    There is an extra ); at the end of your shader which will fail compilation, and link, and draw. Checking for errors or compiler logs would catch this.

    Otherwise, your code works as expected here...
  14. Replies
    2
    Views
    561

    That might happen if you are using a library that...

    That might happen if you are using a library that sets up GL function pointers for you, like GLEW, and it incorrectly uses glGenVertexArraysAPPLE() instead of GenVertexArrays().

    Set breakpoints on...
  15. You haven't explained how you get "black". Via...

    You haven't explained how you get "black". Via glReadPixels? Or via a sampler? When you change from 2D to 2D_ARRAY, you'll also need to change all your samplers.
  16. Yes, of course practical concerns will end up...

    Yes, of course practical concerns will end up dictating where to spend engineering resources. And the efficiency of the implementation will affect the success of the resulting product.

    I was...
  17. Of course you can. Remember the ATI Rage 128, or...

    Of course you can. Remember the ATI Rage 128, or the Intel GMA 950? Millions of customers bought products with those OpenGL-complaint GPUs. And they didn't implement any of the TCL portion of the...
  18. This is is dangerous misconception. You can...

    This is is dangerous misconception.

    You can implement OpenGL in software, on any CPU architecture. So, the hardware "requirements" are nothing more than the basic requirements of any computing...
  19. * In the code you pasted, you haven't enabled any...

    * In the code you pasted, you haven't enabled any vertex attributes, thus no attributes will be fetched, thus your VBO is ignored. In a compatibility profile context, this means your draw call should...
  20. Replies
    7
    Views
    1,558

    OSX...

    OSX supports GL3.3 on that Geforce 9400.
  21. You're clamping to a border color... and creating...

    You're clamping to a border color... and creating a texture with border texels?

    Try not using border texels.
  22. So, yeah. You're running into "stupid coordinate...

    So, yeah. You're running into "stupid coordinate system tricks". Consider these two bits of info:

    1) GL prefers the mathematical "bottom left" origin, while practically every other image API,...
  23. Try flipping screen-space Y upside down when...

    Try flipping screen-space Y upside down when drawing to one of the rendertargets. And flip again while you're comparing.

    If that produces identical results, then we can talk about why. ;)
  24. Replies
    6
    Views
    1,196

    Fundamentally, you can't expect this to work for...

    Fundamentally, you can't expect this to work for all possible float values you might write.

    Because in math, 1*N = N. But in computers, 1.0 * denorm = 0, depending on your hardware.

    ...in...
  25. Replies
    10
    Views
    2,074

    Even that is just coincidence. Run your app on...

    Even that is just coincidence. Run your app on another driver or OS and you'll get different results. ;)
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4