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Type: Posts; User: Cornix

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  1. Replies
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    With the blending provided by Brokenmind it will...

    With the blending provided by Brokenmind it will work too. If you want to do it without blending (because you really dont need blending if you only use alpha values of 1 and 0) then you can do:

    ...
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    What you want is probably disabled blending with...

    What you want is probably disabled blending with an Alpha-Test.
    Alpha-Test will cull all fragments where the alpha value does not satisfy the test.
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    I dont see any blending being done in that...

    I dont see any blending being done in that picture. You just draw image2 on top of image1.
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    Draw a colored quad over the entire screen. There...

    Draw a colored quad over the entire screen. There is no build in "clear to gradient" function.
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    Just draw quads (2 triangles) instead of lines...

    Just draw quads (2 triangles) instead of lines and you can have any width you like.
    As far as I know arbitrary line-width is not supported any more.
  6. This is not a problem with OpenGL, this is a...

    This is not a problem with OpenGL, this is a problem with VSync in general.
    This is just what it does. By definition.

    Read up on VSync some more, on wikipedia or somewhere, this effect is very...
  7. glTexImage2D and glTexSubImage2D do not render...

    glTexImage2D and glTexSubImage2D do not render anything. Read the documentation for these methods, they are used to transport texel data from client side memory to the graphics card.
    Rendering is...
  8. If you have several windows and they all try to...

    If you have several windows and they all try to synchronize with the screen they will enter a race and potentially slow each other down.
    Just try once without VSync and see if the problem still...
  9. Might it be that you are using VSync on those...

    Might it be that you are using VSync on those windows? Because if you do that would probably be the reason.
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    glTexImage / glTexStorage is creating a texture...

    glTexImage / glTexStorage is creating a texture image. The texture itself has already been created, its just an empty container at this point without any actual data.
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    OpenGL does not load anything. Its a protocol for...

    OpenGL does not load anything. Its a protocol for communicating with the graphics card. If you want to load files you have to do that on client side and then convert them into data that your graphics...
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    Load the textures you need. If you need lots of...

    Load the textures you need. If you need lots of them then you need lots of them. There is nothing you can do about it and no library out there can perform magic to make it work out of thin air.
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    Using bitmap fonts is usually fine. Rarely is...

    Using bitmap fonts is usually fine. Rarely is their size a concern. You can have different textures for each language and only load the appropriate texture on demand, and even then, textures arent...
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    You do not write any outputs to the fragment...

    You do not write any outputs to the fragment shader. Without any color or texture coordinates or any information what so ever the fragment shader can not produce any fragments.
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    Need advice on own windowing toolkit

    Hello,

    I am currently working on writing my own windowing toolkit. I do this just for fun and for the honor; I want to learn more about OpenGL and programming in general and I think this will be...
  16. In the end it will probably not make a...

    In the end it will probably not make a difference, but when you do the math on CPU side instead of uploading matrices to the GPU your performance might very well improve. Especially if you use the...
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    The problem is, that there are actually no quads...

    The problem is, that there are actually no quads anymore in openGL. When you are trying to draw a quad what actually happens is, that the driver will split it up into 2 triangles.
    The quads seem to...
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    Thank you for the reply. The error is generated...

    Thank you for the reply. The error is generated the very first time I called glDrawArrays.
    It has been fixed by now, but I did change quite a bit about the program, so I can not tell for sure what...
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    OUT_OF_MEMORY error on glDrawArrays

    Hi there.

    I know, this is not supposed to happen, but for some reason I get an OUT_OF_MEMORY error when calling glDrawArrays. Yes I know, it doesnt say anything about that in the reference...
  20. 1) Okay, that makes sense. Completely understood....

    1) Okay, that makes sense. Completely understood.

    2) Yes, exactly. I bind each texture to a different texture unit once. Then, I never have to unbind/bind a texture again as long as I am not...
  21. Multiple question about texture image units

    Hi there.

    Until now I have only ever bound my textures to the texture image unit 0.
    Now I want to broaden my horizon; but there are still a few questions which neither the reference pages nor...
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    Maybe reading these pages will help you:...

    Maybe reading these pages will help you:
    http://www.opengl.org/sdk/docs/man4/xhtml/glReadPixels.xml

    http://www.opengl.org/sdk/docs/man4/xhtml/glPixelStore.xml

    The first describes how pixels...
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    I am sorry, but the model I am testing with does...

    I am sorry, but the model I am testing with does not.
    Still, given the 2 options above (or maybe another one I didnt think about) what would you say is more cost effective?
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    Thats a really smart idea, I didnt even think...

    Thats a really smart idea, I didnt even think about it.
    Only problem is, I want it to be able to run on things as simple as weak little netbooks. So I can not use custom shaders.
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    Whats more costly?

    Hi there,

    I just wanted to ask what approach is the best for drawing a 2D tilemap.
    1) Have one big buffer with vertices for all tiles of the entire map.
    Draw the entire buffer each frame,...
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