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  1. Isn't that the case with OpenGL in general? ;) ...

    Isn't that the case with OpenGL in general? ;)

    But seriously, it takes some effort to figure out which counters are exposed in hardware and if a meaningful mapping between vendors is possible so...
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    twoski: Do you understand the differences between...

    twoski: Do you understand the differences between the vertex- and the fragment-language?
  3. Simple: That would be the job of the Eclipse...

    Simple: That would be the job of the Eclipse community - not the Khronos Group. Those guys have their hands full already and I guarantee, there are no human resources left at either Intel, AMD,...
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    You could have mentioned this a little earlier,...

    You could have mentioned this a little earlier, don't you think? :D Did I overlook it?
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    AFAIK, the softpipe is still stuck at GL 2.1 -...

    AFAIK, the softpipe is still stuck at GL 2.1 - last I tested with 14.04 it still was. But then again, with Ubuntu 13.10 and later you get at least GL 3.1 compliance across all relevant open-source...
  6. Which tutorial is that? GLSL, like C, is almost...

    Which tutorial is that? GLSL, like C, is almost format free and if well-formed otherwise, there is no need for line-breaks except in very few cases.

    What the code does is to simply parse a...
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    Thanks for this! Didn't know they had stats like...

    Thanks for this! Didn't know they had stats like that too. Very interesting. What's actually a bit troubling is the share Windows XP still holds - and that there even has been an increase up until...
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    No I didn't say that. What platforms do you want...

    No I didn't say that. What platforms do you want to support? Who is your target audience? What is the purpose of your application?



    Are you aware what that entails? Are you aware of how...
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    Well if that's the case, why don't you settle for...

    Well if that's the case, why don't you settle for a GL3 or GL4 render path? Software implementations are good for two things:

    a) you want to be able to use OpenGL on hardware that doesn't support...
  10. Sticky: Thank you for the effort, Jon! One thing I...

    Thank you for the effort, Jon!

    One thing I just notice: while vectors and stuff (or formulae in general) seem to be rendered correctly when used inline. However, if displayed inside a table they...
  11. No, if you apply translation_matrix to vertex_2...

    No, if you apply translation_matrix to vertex_2 you'll get (12 + 12, 13 + 13, 14 +14) == 2 * vertex_2 == (24, 26, 28) - assuming, of course, the top of the MODELVIEW stack is actually the identity,...
  12. But that works just the same. As long as the...

    But that works just the same. As long as the direction of the ship doesn't change, you translate along this direction. As soon as you hit a point where the ship is supposed to be rotated, you first...
  13. The video is funny. :D So, you obviously want...

    The video is funny. :D

    So, you obviously want the ship to sail along a path, right?
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    James, while writing an answer to the question in...

    James, while writing an answer to the question in this thread, it occurred to me that writing up formulae is very inconvenient without some support for mathematical notation. It took me forever just...
  15. I'll first go into the math a bit. 1. Assuming...

    I'll first go into the math a bit.

    1. Assuming you know the center of your object to be at point C. For each vertex, a translation T encoded into a translation matrix MT needs to be applied which...
  16. Even though you're 13, if you're into this stuff,...

    Even though you're 13, if you're into this stuff, I recommend reading Lengyel's book, "Mathematics for 3D Game Programming and Computer Graphics". It's good learning material and when I look up the...
  17. Just to get a clue where we can pick you up, do...

    Just to get a clue where we can pick you up, do you have a basic understanding of linear algebra?
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    Let's dissect this using the OpenGL 4.4 core...

    Let's dissect this using the OpenGL 4.4 core specification and be prepared, this is a long answer, but it's useful to know this stuff when working with framebuffer objects. For anything that isn't...
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    I will not succumb to zealotry here, but I don't...

    I will not succumb to zealotry here, but I don't think this is true - I believe this problem is, just like OpenGL, platform-independent. :) The rest is, of course, valid at present.
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    Well, if this is what I think it is, you can do...

    Well, if this is what I think it is, you can do exponential shadow mapping.
  21. Dan, I wanted to quote that too at first, but I...

    Dan, I wanted to quote that too at first, but I think Andon meant invoking ClearBuffer() when there currently are no enabled draw buffers. Otherwise,


    doesn't make much sense. I might be wrong,...
  22. Well, it's not specified and therefore undefined...

    Well, it's not specified and therefore undefined behaviour - Apple obviously determined that generating an INVALID_OPERATION is appropriate. If you want, you can file request for clarification in the...
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    Runtime switching of functionality is usually...

    Runtime switching of functionality is usually implemented the way you suggest: either switch based on a uniform value or select appropriate functionality with subroutines (essentially function...
  24. But isn't that exactly what the spec says? ...

    But isn't that exactly what the spec says?



    This sounds an awful lot like "I will only record one error util GetError() is called - then and only then will I record another error".

    Also, I...
  25. Distributed Implementations and Multiple Error Flags

    Yay, I'm a beginner again!

    While looking at some error checking code I found that a developer had written a loop to clear all possible error flags. This assumes that the current implementation...
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