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  1. It's also completely incorrect to say that OpenGL...

    It's also completely incorrect to say that OpenGL "draws" at all, because it doesn't. Your graphics card draws; OpenGL just provides a means for your program to tell it what to draw.

    Section...
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    You cannot generate a normal map from a regular...

    You cannot generate a normal map from a regular texture.

    To be more specific: a normal map enclodes slope and facing information, and this information just does not exist in a regular texture. ...
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    In addition to what Dark Photon said: This...

    In addition to what Dark Photon said:


    This is nothing specifically to do with OpenGL. This is a C/C++ crash, and you just have a NULL pointer somewhere. You're using Visual Studio so you have...
  4. I can 100% tell you that their response is bogus....

    I can 100% tell you that their response is bogus.

    OpenGL isn't a software library; it's implemented by the manufacturer of your graphics hardware in their driver. In the case of a VM, the OpenGL...
  5. http://kb.parallels.com/en/115487 I don't...

    http://kb.parallels.com/en/115487


    I don't know why you're stuck at 1.3; maybe you have an outdated version of Parallels? Either way, this is a limitation of Parallels itself rather than of...
  6. It's not uncommon for an Intel to outperform an...

    It's not uncommon for an Intel to outperform an NVIDIA or AMD in certain benchmarks.

    First of all, the days when you could automatically say "Intel graphics == useless" are behind us, and have...
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    You can always read the documentation for...

    You can always read the documentation for glGenerateMipmap, bearing in mind that what it doesn't say can be as important as what it does say:...
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    What does the OpenGL Extensions Viewer...

    What does the OpenGL Extensions Viewer tell you you have?
  9. Section 14.5.1 of the GL specification (I'm using...

    Section 14.5.1 of the GL specification (I'm using 4.4 here) defines the line-drawing rules for OpenGL. This section firstly describes the ideal case, which it notes is a modified Bresenham, but also...
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    And what values do they have? A near plane of 0...

    And what values do they have? A near plane of 0 will cause things to fail to draw.
  11. The most important lesson is that OpenGL isn't a...

    The most important lesson is that OpenGL isn't a library for GUI design: it's a low-level graphics library that you the very basic building blocks: points, lines and polygons; textures and vertices.
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    The border width is set via the border parameter...

    The border width is set via the border parameter to glTexImage2D and cannot be subsequently changed. In older versions of OpenGL there were only two valid values for it: 0 or 1. Newer versions of...
  13. All that normalization does is make a vector be...

    All that normalization does is make a vector be unit length. There are certain calculations - such as lighting - that require this for correct results, but other calculations may not. If you know...
  14. In the following I am assuming that by "mostly...

    In the following I am assuming that by "mostly read" what you really mean is that the buffer is mostly used for drawing; i.e it's the GPU that's reading the buffer, not your own program code. If it...
  15. Your comments are saying what you're doing rather...

    Your comments are saying what you're doing rather than why you're doing it. We know what you're doing - we can just read the code to find that out.

    Your glClear and glClearColor are in the wrong...
  16. Because OpenGL isn't ordinary graphics. ...

    Because OpenGL isn't ordinary graphics.

    Seriously - do you have access to a Windows 7 machine you can test on? I don't mean a VM, I mean an actual physical Windows 7 machine.
  17. Was the DWM disabled on the Windows 7 machine it...

    Was the DWM disabled on the Windows 7 machine it worked on? This may be a DWM problem rather than a Windows 10 problem, and if so, it would also be expected to fail on 8 and 8.1 as they also no...
  18. No, it seems like you're fine and that I had...

    No, it seems like you're fine and that I had misunderstood your use case.
  19. The point I'm making here is that using the copy...

    The point I'm making here is that using the copy engine may not be optimal in your use case. If you need the texture to be displayed in the same frame as that in which it's updated, then bypassing...
  20. OK, couple suggestions. Have you tried this...

    OK, couple suggestions.

    Have you tried this without the PBO? I.e just doing the upload via glTexSubimage from a system memory pointer. I'm suggesting this because your PBO usage seems suboptimal...
  21. Is the warning actually causing you a problem? ...

    Is the warning actually causing you a problem? If not, then option 1 seems viable.
  22. That's a NULL pointer. Impossible to say which...

    That's a NULL pointer. Impossible to say which pointer, of course, but check if p or borderColorIn are NULL.
  23. Have you got alpha test enabled?

    Have you got alpha test enabled?
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    It actually does work. Try it.

    It actually does work. Try it.
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    Did somebody say crude and nasty? struct...

    Did somebody say crude and nasty?
    struct myVertex {
    float Position[3];
    float Normal[3];
    float TexCoord[2];
    };

    myVertex *v = NULL;

    glBindBuffer (GL_ARRAY_BUFFER, buf);
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