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Type: Posts; User: henniman2

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  1. we have the same problem here. i found somewhere...

    we have the same problem here. i found somewhere on the web (do not remember the link) that on any windows with aero th swap chain will be replaced with the system built-in one when an application...
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    Using Open Video Decode API with OpenGL

    Hi all,

    did anyone use the Open Video Decode Api from AMD with OpenGL? Is there any sample code anywhere?

    Best regards,
    Henniman
  3. Are you working on Windows VISTA/7/8? If so, you...

    Are you working on Windows VISTA/7/8? If so, you may experiment with turning off Aero ( Desktop Window Manager Session Manager Service ) else the whole desktop might be composited in the lowest frame...
  4. Windows 8.1 no update when in background. WM_PAINT ignored?

    Hi,

    when my app is running and it is under heavy load and it runs in the background, sometimes there is no rendering. The screen does not get a refresh. It looks like the paint message is ignored....
  5. According to spec it is considered an error if...

    According to spec it is considered an error if glMap2 is called and the value of GL_ACTIVE_TEXTURE is not GL_TEXTURE0
    But theses glMap... etc are deprecated anyways ... implement your own.

    Best...
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    Reply to myself, go deeper into detail: ...

    Reply to myself, go deeper into detail:

    Indeed, the problem is 'non-cacheable memory' and i found a 2008 forum entry from yooyo that mapped buffers should be accessed sequentially only. So i...
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    PBO: mapped memory and OpenMP

    Hi All,

    i experienced an interesting issue when working with mapped buffers and multithreaded writes to these buffers, at least with the latest ATI drivers on windows ( others need to be...
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    sorry, is the question too trivial or simply...

    sorry, is the question too trivial or simply impossible to understand?
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    Projective Textures, view only section

    Hi all,

    i use projective textures in my application. It works very well, the pseudo code is




    //
    // set up texture projection
    // 1. switch to texture matrix
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