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  1. Really ?!!! who ?

    Really ?!!! who ?
  2. ATI Mobility Radeon 5470 graphics 512 MB. My...

    ATI Mobility Radeon 5470 graphics 512 MB.

    My experience is also missing for running modern opengl (4.5) on linux system, on my old window system, I was able to use opengl 4.1.

    But now my bios...
  3. Ok it seems that the only solution is to boot on...

    Ok it seems that the only solution is to boot on windows. :/

    Getting GPU great performance under linux is something difficult. :/

    I've tried everything :

    -vmware but it doesn't work very...
  4. Can we set up a window driver, on a virtual machine ?

    Hi, I've installed windows on a virtual machine with virtual box, but, the opengl version is 1.1.

    So I'm just wondering if we can set up an opengl driver in a virtual machine. (My driver is MESA...
  5. I'll try to emulate a window system with virtual...

    I'll try to emulate a window system with virtual box to get priority driver working, as a developper this is the way that I prefer, it avoids me to have to reboot the pc each time I want to switch.
    ...
  6. I've also tried to get rid of the condition like...

    I've also tried to get rid of the condition like this.



    vec4 texel = texture(texSampler, texCoords.xy);
    vec4 colors[2];
    colors[1] = texel * f_color;
    colors[0] = f_color;
    bool b =...
  7. Ok I've tried to make the texture access outside...

    Ok I've tried to make the texture access outside the condition but it doens't solve the problem. :/



    #version 330 core \n
    layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;...
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    I've added a 1 to the translation part of the...

    I've added a 1 to the translation part of the matrix, but, it doesn't solve the problem.


    math::Matrix4f Texture::getTextureMatrix() const {
    math::Matrix4f matrix(1.f, 0.f, 0.f,...
  9. [GLSL 330] No blending in the fragment shader.

    Hi! Previously I've written a shader for my custom blending algorithm. (For order independant transparency)

    The idea is to store the alpha value and the z of the nearest fragment to a texture, and...
  10. Replies
    4
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    438

    No, I use GL_CAMP_TO_EDGE

    No, I use GL_CAMP_TO_EDGE
  11. Replies
    4
    Views
    438

    Modern opengl. (Flipping a texture)

    Hi!

    In modern opengl we have to pass each matrix to a shader, I use a texture matrix for passing from [0,size] to [0,1] for uv coordinates.

    It works fine except I can't flip a texture, when I...
  12. Sometimes I'm so stupid, I just needed to...

    Sometimes I'm so stupid, I just needed to recreate a VAO after creating the render texture's context, but I need to flip the texture in y because it's inverted.

    Now, my code is ready for image...
  13. Surprising, I've just changed the stencil buffer...

    Surprising, I've just changed the stencil buffer size and now it works.



    RenderWindow window (sf::VideoMode (800, 600), "Test", sf::Style::Default, sf::ContextSettings(0, 32, 4, 3, 3));


    I...
  14. [MESA Driver] Render on the window works but render to a texture fails. :/

    Hi!

    I need to render to a texture, but it doesn't display anything, only the clear color of the render texture is displayed, here is my source code.

    I try to keep a compatibility with old...
  15. It's especially for that that I need it. (All my...

    It's especially for that that I need it. (All my tiles are semi-transparent)

    At the moment I draw every face one by one and I apply the blending in the fragment shader, but it's too slow.

    Ther...
  16. Arf, image load/store isn't already supported : ...

    Arf, image load/store isn't already supported :

    http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt

    So I guess I have to wait.
  17. I've found the solution sorry, I just had to...

    I've found the solution sorry, I just had to change this line by passing GL_TRUE otherwise opengl doens't normalize the colors components :



    glCheck(glVertexAttribPointer(1,...
  18. Ok now I've this version : OpenGL vendor string:...

    Ok now I've this version : OpenGL vendor string: X.Org
    OpenGL renderer string: Gallium 0.4 on AMD CEDAR
    OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.6.0-devel (git-31dc63d...
  19. Here is the version of mesa that I have : OpenGL...

    Here is the version of mesa that I have : OpenGL version string: 3.0 Mesa 10.1.3

    I don't know if it's possible to have per pixel linked list features with mesa yet. (Or some stuff to read/write...
  20. When an opensource driver for opengl 4.0 and more.

    Hi!

    The mesa driver is the only driver which works. (without having a blackscreen when I try to logon)

    But this driver only support opengl 3.0 and not version 4.0 and more (I don't know what's...
  21. Arf..., ok, so I haven't any choise, I have to...

    Arf..., ok, so I haven't any choise, I have to draw the faces of my object one by one.

    It's slower but at least it works with order independant transparency.
  22. Now I draw the rectangles one by one and it...

    Now I draw the rectangles one by one and it works, but the number of draw call increase so the FPS decrease and I've a FPS between 15-20 instead of an FPS between 25-30.

    The only solution that...
  23. Erf I've found why, this is because, I draw every...

    Erf I've found why, this is because, I draw every vertices of each quads at once for optimization purpose, so I need to find another solution, if anyone have an idea.
  24. [GLSL 130] Why I don't have the excepted final color in my shader ?

    Hi everyone!

    My plateform (Ubuntu 14.4 LTS 64 bits) only support opengl 3.0 and GLSL 130, I can't use pixel linked list from opengl 450.

    I'm trying to find an alternative so :

    Here is the...
  25. I suppose that you have the vertex position in...

    I suppose that you have the vertex position in view space. (in your shader)

    To get the vertex position in world space you have just to multiply your vertex by the inverse of the modelview matrix.
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