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: AllForum

Page 1 of 3 1 2 3

Search: Search took 0.01 seconds.

  1. Replies
    11
    Views
    763

    I think (I am a beginner too) that you have to...

    I think (I am a beginner too) that you have to call glGenerateMipmap to compute the mipmap.
  2. Replies
    6
    Views
    561

    Thanks for your advices. It is very useful to...

    Thanks for your advices.
    It is very useful to learn the right things.

    Edit : I had a look to the chapter 10 that you recommanded. It is exactly what I need : explanations with code sample to see...
  3. Replies
    6
    Views
    561

    Hello Aleksandar, Thanks for helping. I...

    Hello Aleksandar,

    Thanks for helping.
    I wanted to have the maximun framerate. In single thread I had to use a timer (DispatcherTimer in my C# window) to allow time to mouse events.
    So I tried to...
  4. Replies
    6
    Views
    561

    Thanks for your answer. So I searched in my code...

    Thanks for your answer.
    So I searched in my code (other than openGL).
    I am not sure that the BackGroundWorker is the right tool to start/cancel/restart my thread.
    So I will try with a "real"...
  5. Replies
    6
    Views
    561

    Multithread question...

    Hello,

    I have a simple opengl window to load and to render a model.
    And I wanted to do an infinite render loop in a separate thread.
    I have only one rendering context.
    The minimal scenario is :...
  6. Bump mapping (normal map) with gltexgen, opengl 2.0, etc

    Hello,

    I would like to add bump mapping in an old code (if possible).

    A polygon is created in a display list using glutess.
    This code is added in the display list for automatic texture...
  7. Replies
    2
    Views
    651

    Thank you for your explanation : I now know what...

    Thank you for your explanation : I now know what I have to look (or change) in the code (not mine).
    Thanks.
  8. Replies
    2
    Views
    651

    Image pattern hatch - scale problem ?

    Hello,

    I have image patterns (8x8, 16x16 or 32x32) like this : pattern
    It is to hatch polygon like this : hatched polygon
    The result is on the joined image. The pattern seems too small : I have...
  9. I used uint ; "unsigned" is in the error message....

    I used uint ; "unsigned" is in the error message.

    So bad news if this is not a beginner mistake with #version or something else... :(

    Thanks for your quick answers.
  10. Shader compilation error : 'unsigned' reserved word

    Hello,

    I wrote a shader in version 110.
    I changed an uniform variable from int to unsigned int.
    I had no problem on my computer with nvidia card.
    But on another computer with ATI X1300/1550 I...
  11. You confirm what I thought. So I searched why...

    You confirm what I thought.
    So I searched why my views are not coherent with that.
    I found that my shader is disabled after the first frame, which explains the background is well drawn after the...
  12. Drawing a vbo without using an enabled shader ?

    Hello,

    1- I would like to know how it works...

    I am drawing a 3D model in a perspective view with a background. (no problem)

    To do that I first draw the background :

    glClear(...)...
  13. Hello, I also had a problem with glReadpixels...

    Hello,

    I also had a problem with glReadpixels : the depth buffer was invalid on parts of the view...
  14. A small update. I tested with the condition...

    A small update.

    I tested with the condition always false.


    if (bIsTexture != 0) // always false
    glTexCoord = glTexGen(0, TexGenMode, v);
    So the function is not called. And I have the...
  15. Thanks for the information concerning the...

    Thanks for the information concerning the varyings.
    I tried to return a vec2 but I still have the problem...
  16. @carsten neumann I tried to return a vec2 from...

    @carsten neumann
    I tried to return a vec2 from my function but that is not better...

    @tonyo_au
    I will check if I have unused variables.
    I reproduced the problem with this simple unused float....
  17. Thanks for the answer. I have renamed the...

    Thanks for the answer.
    I have renamed the function but I have the same result...

    And I edited my post to add [code] tags ! ;)
  18. GLSL shader - 2 "funny" things on ATI cards (again...)

    Hello,

    I would like to know if you see huge errors in my code.
    It's incomprehensible for me...

    1- If I call a function in my vertex shader some views are not drawn. If I copy/paste the code of...
  19. Hello V-man, Thanks for following my post....

    Hello V-man,

    Thanks for following my post.
    And you have found something !

    As I am discovering FBO it was easier to quickly test the pixel format.
    And with our classical pixelformat, which...
  20. Yes. To then use gluUnProject to show world...

    Yes. To then use gluUnProject to show world coordinates in the status bar or to move in the scene on some mouse events.


    It is incredible (for me...) but there is no drawing problem. Maybe a...
  21. Thanks for your answer. For the fun, here are...

    Thanks for your answer.
    For the fun, here are the depth buffers... http://imageshack.us/photo/my-images/15/pbdepthbuffer.png/

    To answer, the view is refreshed because I added geometry. And the...
  22. Problem with glReadPixels on a part of a view on ATI cards

    Hello,

    I can't find what is wrong on ATI cards. On nvidia I have no problem.
    Maybe you will have an idea...

    I have 3 views :
    - a 2D (ortho) view on the left
    - two 3D (pers) view on the...
  23. Replies
    5
    Views
    2,145

    I have a small related question : When using...

    I have a small related question :
    When using shaders the fixed functions are ignored.
    Does it mean that the functions are not run or that the functions are run but the results deleted before...
  24. Replies
    5
    Views
    2,145

    The links on the specs are on the GLSL wiki (...

    The links on the specs are on the GLSL wiki ( http://en.wikipedia.org/wiki/GLSL ).

    I wrote something wrong in my previous post : the 2 variables are built-in in version 110. Therefore they may be...
  25. Replies
    5
    Views
    2,145

    Hello Tonyo, When you say "having a look at...

    Hello Tonyo,

    When you say "having a look at what variables are still defined" you mean the "built-in variables" excluding the "Compatibility Profile Built-In Variables" ? And the built-in...
Results 1 to 25 of 59
Page 1 of 3 1 2 3