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  1. Attributes may be extrapolated (not interpolated)...

    Attributes may be extrapolated (not interpolated) outside the triangle when:
    * you use multisampling without centroid interpolation (from your screenshots, this looks like the issue...)
    * "helper"...
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    You gen two VAOs but only delete one. This...

    You gen two VAOs but only delete one. This should be obvious if you look at the VAO ids you get.
  3. See previous thread...

    See previous thread.
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    Your memset arguments are swapped.

    Your memset arguments are swapped.
  5. That depends on your data. If your data is [min,...

    That depends on your data. If your data is [min, max, min, max, min, max....] the average is a flat line, all signal is lost.
  6. If you really are mapping hundreds or thousands...

    If you really are mapping hundreds or thousands of data points to a single pixel, is downsampling to an average value really what you want? Consider alternate visualizations that retain the...
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    links for this...

    links for this
  8. There is no GL API to query the target of an FBO...

    There is no GL API to query the target of an FBO attachment, so you'll have to play a guessing game (perturbing the error state) between GetFramebufferAttachmentParameter and GetTexLevelParameter.
    ...
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    If you ask for three samples, it might be created...

    If you ask for three samples, it might be created with four.
  10. File a bug (http://bugreporter.apple.com) with...

    File a bug with clear steps to reproduce the problem (i.e. a copy of your application.)
    Apple can symbolicate the com.apple.GeForceGLDriver backtrace and see exactly what's happening.
  11. See previous posts...

    See previous posts about setting up Apple's OpenGL Profiler. Use the "break on VAO error" checkbox to detect if your draw calls read outside the bound buffers.

    (You can also do this introspection...
  12. In other words, you are querying the...

    In other words, you are querying the fixed-function enable state on unit 8, which is beyond GL_MAX_TEXTURE_UNITS. That should error.

    Read Nvidia's FAQ summarizing which limits apply to which...
  13. glGenVertexArrays (core profile, 2008) is not the...

    glGenVertexArrays (core profile, 2008) is not the same function as glGenVertexArraysAPPLE (legacy profile, 2002).

    If you call any function unsupported for the profile, you'll get INVALID_OPERATION.
  14. Also, it doesn't really matter what format you...

    Also, it doesn't really matter what format you used for TexSubImage. The internalformat set by TexImage (or TexStorage) is what dictates the alpha channel.

    For example, if you TexImage RGBA8,...
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    Try linking OpenGL: LIBNAME=-lSDL2 -lGLEW...

    Try linking OpenGL:

    LIBNAME=-lSDL2 -lGLEW -framework OpenGL
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    s/thousands/millions...

    s/thousands/millions/
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    AGL is fat: $ file...

    AGL is fat:

    $ file /System/Library/Frameworks/AGL.framework/Versions/A/AGL
    /System/Library/Frameworks/AGL.framework/Versions/A/AGL: Mach-O universal binary with 2 architectures...
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    OSX uses fat binaries...

    OSX uses fat binaries. All of the GL-related libraries shipped with the system are fat.


    Try the "file" command on each of the libs you are linking. Fix your build for whichever one isn't...
  19. The only way you will get this error is with a...

    The only way you will get this error is with a legacy 2.1 context. When the error occurs, verify glGetString(GL_VERSION). Also check CGLGetCurrentContext(); contexts are set per-thread, perhaps you...
  20. 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...
  21. 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
  24. 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.
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