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Type: Posts; User: Alfonse Reinheart

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  1. Each version of OpenGL explicitly states which...

    Each version of OpenGL explicitly states which versions of GLSL are required to be supported.

    No core profile of OpenGL requires support for GLSL 1.20 or below. Indeed, even OpenGL 3.2...
  2. If you just want to test that multisample...

    If you just want to test that multisample textures work, then just use them. You render data to them (since you can't pixel transfer into or outof them). Then you blit it to a non-multisample...
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    OpenGL is a 3D API. DirectFB is a framebuffer...

    OpenGL is a 3D API. DirectFB is a framebuffer API. There's no mere facade that can automatically convert one to the other. There are no OpenGL APIs that are strictly 2D which would map to DirectFB...
  4. Of course not. You don't have "buffers"; you have...

    Of course not. You don't have "buffers"; you have raw memory addresses. You can no more take the length of a raw pointer in bindless GLSL than you can in C++.



    You're not talking about adding a...
  5. You do not need a VAO for every buffer object....

    You do not need a VAO for every buffer object. You need a VAO for every separate object you want to render*. And sometimes, not even then. You can put the mesh data for multiple objects in the same...
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    OpenGL and DirectFB do two entirely separate...

    OpenGL and DirectFB do two entirely separate things. DirectFB is all about dealing with framebuffers. OpenGL is about 3D rendering. You can't port an OpenGL application to DirectFB without writing a...
  7. No, you do not. Your problem is most likely...

    No, you do not.

    Your problem is most likely that you have not told the shader which texture image unit the texture for a sampler comes from. The OpenGL Wiki has an explanation for this process,...
  8. Don't post a link to another question as a...

    Don't post a link to another question as a question. If you can't be bothered to at least copy-and-paste from there, then you shouldn't expect us to bother following that link and answering it.
  9. OK, what you have just described contradicts the...

    OK, what you have just described contradicts the OpenGL specification and the concept of a point primitive. However, that contradiction itself is quite illuminating.

    First, allow me to explain the...
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    * An interview on Vulkan with Neil Trevett...

    * An interview on Vulkan with Neil Trevett, head of the Khronos Group. Not particularly informative, to be sure; it's long on marketing speech and short on real details.
  11. You have already seen the "code itself" that...

    You have already seen the "code itself" that computes gl_PointCoord; you gave a link right to it. You say that it "doesn't work", but that's exactly how it's generated (conceptually speaking; in all...
  12. To mitigate spam, users below a certain post...

    To mitigate spam, users below a certain post count aren't allowed to post links. What links were you going to respond with? You could just remove the http prefix of the link.
  13. I don't know anything about how Unity deals with...

    I don't know anything about how Unity deals with this; I don't know if Unity lets you use GLSL directly, and if it does, I don't know what version it restricts you to.

    But as far as (modern)...
  14. Amm += 1; texID = (Amm); glGenTextures(1,...

    Amm += 1;
    texID = (Amm);
    glGenTextures(1, &texID);
    GLenum tex GL_TEXTURE'AMM'
    glActiveTexture(tex);

    It's not clear to me what this `Amm` thing is intended to do. Or why you're using...
  15. glBufferData(GL_TEXTURE_BUFFER,...

    glBufferData(GL_TEXTURE_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);

    That's not what GL_TEXTURE_BUFFER is for. That's for talking about buffer textures. That has nothing to do with...
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    No it is not. It is not valid to use a buffer in...

    No it is not. It is not valid to use a buffer in any way while it is mapped, unless it is persistent mapped. That's why persistent mapping was invented.
  17. There is no way to attach the default...

    There is no way to attach the default framebuffer's images to an FBO, nor is there a way to attach images to the default framebuffer.

    The correct way to do this is to do your lighting pass into an...
  18. The binding index is what you give to...

    The binding index is what you give to glBindBufferRange when binding a buffer to that location. The atomic counter buffer index (use the full name) is just an index into the array of active atomic...
  19. The indices are used to identify a particular...

    The indices are used to identify a particular atomic counter buffer binding. So if you want to iterate through all of a program's atomic counter buffer bindings, you would query the number of atomic...
  20. There seem to be three possibilities here: A)...

    There seem to be three possibilities here:

    A) Java is getting in the way.

    B) Reading from GPU memory is slow.

    C) Memory performance on your device is just that slow (~700MB/s. 7MB copy in...
  21. I find some of your design choices here to be......

    I find some of your design choices here to be... confusing.

    On the one hand, you consider blending normals to be an acceptable loss of accuracy. But on the other hand, you seem to be perfectly...
  22. No, it really isn't. We're not talking about some...

    No, it really isn't. We're not talking about some kind of rounding error or minor inaccuracy. We're talking about something that is out-and-out wrong and makes absolutely no sense in terms of...
  23. Your problem is a conceptual one. Namely, that...

    Your problem is a conceptual one. Namely, that you want to do true blending while building your G-buffers.

    Conceptually, what does it mean to do a 50/50 blend between two objects? It should mean...
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    arr[h / 4][h % 5]; I'm going to assume that's...

    arr[h / 4][h % 5];

    I'm going to assume that's `h % 5` was supposed to be `h % 4`.



    So you found a driver bug. You should report that.

    Also... why were you sending doubles?
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    No! I specifically said not that: "not arrays in...

    No! I specifically said not that: "not arrays in interface blocks; the block itself is an array."

    So:




    uniform ArrayInBlock
    {
    vec4 InTheBlock[4];
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