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: Dark Photon

Page 1 of 20 1 2 3 4

Search: Search took 0.05 seconds.

  1. Which Windows? On Win 7 if I disable that...

    Which Windows? On Win 7 if I disable that annoying compositor by dialing in a Windows 7 Basic theme, then with VSync enabled, I get OpenGL windows rendered w/o tearing and locked to 60Hz on an ATI...
  2. Replies
    6
    Views
    279

    Correct. So what can you do? Well, without...

    Correct. So what can you do?

    Well, without doing anything special at all, you can make your camera always fill the window (same field of view, same eyepoint, just different resolution). Now...
  3. Is your question/problem with how to create and...

    Is your question/problem with how to create and populate the data for a 2D texture, or how to bind this texture to a shader program so that it can read from it?

    Also, since the 2nd texture...
  4. Please do use ... or ... blocks around your...

    Please do use ... or
    ... blocks around your source code. It makes your code much more readable.
  5. Replies
    7
    Views
    626

    Ok, so both your PC GL drivers and laptop GL...

    Ok, so both your PC GL drivers and laptop GL drivers easily support OpenGL 3.3+ functionality, including the extensions you mention here.



    Why what is different? The errors? The version of...
  6. Replies
    4
    Views
    363

    Yes, unless you sample some finite area with > 1...

    Yes, unless you sample some finite area with > 1 sample. Two options (which can be used together):

    1) look at the multiple depth samples within a pixel (if using MSAA) at the center of the...
  7. Replies
    33
    Views
    1,475

    Just a semi-random guess: could be the axe is...

    Just a semi-random guess: could be the axe is built to be a skeletal attachment. That is, it could be you're supposed to decide when the axe is rendered with the character, and when it is, position...
  8. Replies
    33
    Views
    1,475

    Unless you're on a tight budget, you might...

    Unless you're on a tight budget, you might consider purchasing Granny3D and use its GR2 format for skeletal assets (and GState for Animation State Machines). If you needs are similar (and its...
  9. Replies
    33
    Views
    1,475

    If you want a good, coherent write-up of this and...

    If you want a good, coherent write-up of this and many other skeletal concepts, I highly recommend you pick up a copy of:

    * Game Engine Architecture, 1st edition (Jason Gregory)

    It's worth...
  10. Replies
    33
    Views
    1,475

    Ah, I see! You have root motion baked into your...

    Ah, I see! You have root motion baked into your animation track. You need to extract that and use it to move your character's object space around (i.e. use this to update the character's modeling...
  11. Replies
    33
    Views
    1,475

    I assume you're talking about the character's...

    I assume you're talking about the character's pose, and not just the position at which the character is centered (its object space) as you can keep track of the accumulated position internal to your...
  12. Replies
    7
    Views
    594

    Please use ... or ... blocks around your source...

    Please use
    ... or ... blocks around your source code. It makes it much more readable, increasing the likelihood that folks will want to sift through your posts to give you helpful suggestions....
  13. Replies
    4
    Views
    363

    You need to implement an occlusion query in some...

    You need to implement an occlusion query in some form to suppress rendering of sprites for particles which are not visible. Basically, test the depth buffer at the location of the particle first,...
  14. Replies
    33
    Views
    1,475

    It's not completely clear what you're doing. But...

    It's not completely clear what you're doing. But as always, if your performance is sufficient, it's only an academic exercise to optimize further.

    I see you loading matrices in your game loop,...
  15. Replies
    7
    Views
    626

    * Load OpenGL Functions (OpenGL Wiki)...

    * Load OpenGL Functions (OpenGL Wiki)



    NVidia and ATI build their OpenGL GL_VERSION strings differently.

    On your laptop (NVidia drivers), OpenGL 3.2 support is advertised, and the NVidia...
  16. Replies
    33
    Views
    1,475

    Re #1 and #2, if you need more performance (lower...

    Re #1 and #2, if you need more performance (lower time consumption per frame so you can fit more content in), you do whatever you need to to optimize your bottleneck. If you're CPU bound, then you...
  17. Replies
    33
    Views
    1,475

    Have you disabled VSync? If not, do so. All of...

    Have you disabled VSync? If not, do so. All of the above are nice, round numbers that are precise multiples of 60Hz VSync intervals (16.6ms), suggesting you have VSync enabled. Always disable VSync...
  18. Replies
    3
    Views
    269

    What does it do? What is it "supposed" to do?...

    What does it do?
    What is it "supposed" to do?
    What have you done to narrow down the problem besides just compiling it?

    Please read this for tips on getting help on these forums:
    * Forum Posting...
  19. Yes, if you only modify the amount of work in...

    Yes, if you only modify the amount of work in that stage (not any others), and if do this with VSync disabled (so you can get continuously varying frame times).

    Also, suggest you use frame time,...
  20. I would dump/inspect the GL batch state at your...

    I would dump/inspect the GL batch state at your glDrawElementsBaseVertex() call. If it is your bug, I suspect you are passing a buffer offset (8) in for one of the vertex attribute arrays or index...
  21. Ok, I think I see what you're talking about. It...

    Ok, I think I see what you're talking about. It appears those might be tearing artifacts. That is, artifacts of the video card scanning out pieces of different different rendered video frames for...
  22. Ok. Guess I don't see that in your video. Might...

    Ok. Guess I don't see that in your video. Might move your light so it's more orthogonal to the surface being shaded and retry. Everything I noticed was just normal diffuse lighting.
  23. Perhaps you could call out what weird artifacts...

    Perhaps you could call out what weird artifacts you're referring to.

    There's no texture, but you're not reading any textures in your shader so that's not the artifact...
  24. This doesn't mean what you think it does. ...

    This doesn't mean what you think it does. Alfonse is trying to help you, and your response (though you might not realize it) verges on being rude.

    Please spend more time composing your posts in...
  25. Ouch. Hopefully an ATI user here can chime in...

    Ouch. Hopefully an ATI user here can chime in and help you out with running ATI proprietary drivers. If you want the latest OpenGL support with hardware accelleration, that's your best bet.
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4