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  1. That's what I would think, but I have no...

    That's what I would think, but I have no experience with G-Sync or Quadros, so don't want to make any assumption.


    Yes, exactly.
  2. Hmm.. A few websearch hits: *...

    Hmm.. A few websearch hits:

    * http://udoo.org/forum/threads/segmentation-fault.154/
    * https://stackoverflow.com/questions/19393333/glxchoosefbconfig-returns-null

    The first suggests you might...
  3. Your video looks good (both vertex lighting and...

    Your video looks good (both vertex lighting and fragment lighting). It appears the light source is located toward the top of the video w.r.t. how it's rendered.

    The whole point of doing fragment...
  4. In the absence of a "smoking gun", I would just...

    In the absence of a "smoking gun", I would just start disabling things until the problem goes away to try and narrow it down.

    How sure are you that your frame times (CPU submit + GPU draw +...
  5. Who implemented the X11 bindings for your...

    Who implemented the X11 bindings for your platform (Freescale i.MX6 processor-based board)? You probably need to talk with them. It's possible they didn't properly implement the interface for...
  6. You need to clear the MODELVIEW to the identity...

    You need to clear the MODELVIEW to the identity before you call gluLookAt(). gluLookAt() multiplies a new transform on top of the then-current MODELVIEW matrix stack.
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    So what's your question? ;) For some good...

    So what's your question? ;)

    For some good reading on this, see the "Viewing" chapter in The OpenGL Programming Guide.
  8. Ideal for what? First, what problem are you...

    Ideal for what?

    First, what problem are you having that makes you want to use multisampling? What are your requirements and/or concerns about using multisampling?

    That will determine your...
  9. Hold-up, geranimo! You're going too fast. If...

    Hold-up, geranimo! You're going too fast.

    If you're lighting and shading triangles (what you imply), "for the fragments that are not vertices" makes no sense. In this case, fragments are never...
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    Where did you get it? What have you done to try...

    Where did you get it?
    What have you done to try and debug the problem?
    Also, if you're going to post a short stand-alone test program, you might make sure you remove dependencies on all headers...
  11. Are your GPU outputs framelocked together (all...

    Are your GPU outputs framelocked together (all video frame scan-outs are in-phase)? Sometimes this is called genlock, but genlock is actually a more stringent requirement. If not, then this...
  12. You're getting close, but none of your...

    You're getting close, but none of your definitions is completely correct:

    VAO: Stores bindings and enables for vertex attributes as well as the binding for the index list. Does not store any data...
  13. Are you doing an unconditional bind here or a...

    Are you doing an unconditional bind here or a lazy bind.
    (Lazy bind would optimize away the glBindTexture if it saw that it was already bound.)
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    Actually, Mesa3D supports OpenGL ES 3.0, along...

    Actually, Mesa3D supports OpenGL ES 3.0, along with Open VG (both are advertised in EGL_CLIENT_APIS). However, as mentioned Mesa3D is a software implementation which is slower than one which uses...
  15. If you've worked with basic programming...

    If you've worked with basic programming libraries, then you've used APIs -- the APIs those libraries present.

    Before we address how do you learn OpenGL, let's instead ask what do you want to "do"...
  16. What are the translation values in the setLookAtM...

    What are the translation values in the setLookAtM and translateM matrices and the scale values in the scaleM matrix? I'm interested in their magnitudes.

    And are you using an orthographic...
  17. You've already got the answer. Here's more good...

    You've already got the answer. Here's more good reading on Pre-multiplied Alpha:

    * Premultiplied alpha (Forsyth)
    * Premultiplied alpha part 2 (Forsyth)
  18. glBlitFramebuffer is the standard way. But you...

    glBlitFramebuffer is the standard way. But you can instead render a full-screen quad to transfer a texture to the framebuffer. Or you can use glCopyTexSubImage2D to copy the framebuffer to a...
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    Hmmm, that makes some sense. Flushing at a...

    Hmmm, that makes some sense. Flushing at a different size and/or rate than you're mapping. Even though you still can't use the data in GL calls while the buffer is mapped.



    Ok. Or apparently...
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    Ok, thanks. I did see the spec language on...

    Ok, thanks. I did see the spec language on GL_MAP_PERSISTENT_BIT, but couldn't find the text in the spec that actually said it was an error without this to have the server read data from a mapped...
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    Persistent buffer mappings

    My aim is to use a persistent buffer mapping to upload batch data for draw calls to the GPU.

    * We're tuning for a system which doesn't support PERSISTENT | COHERENT mappings.
    * It also doesn't...
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    Yes. Which buffers within that framebuffer are...

    Yes. Which buffers within that framebuffer are cleared is dictated by the buffer writemasks. And which parts of each enabled buffer are cleared is a function of the scissor test, dithering, and the...
  23. The terminology is a bit confusing: * vertex...

    The terminology is a bit confusing:

    * vertex arrays - Storage of vertex attributes in a memory buffer
    * Vertex buffer object (VBO) - A GPU (GL driver-side) buffer which stores vertex arrays...
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    Is your ultimate goal to be proficient in desktop...

    Is your ultimate goal to be proficient in desktop OpenGL or embedded OpenGL (i.e. OpenGL ES).

    I'll give you my two cents. If you're already a 3D GPU rendering guru, you know what you need to...
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    Install the latest Windows 7 driver for Intel. ...

    Install the latest Windows 7 driver for Intel. If you're not happy with the results, get a decent discrete nVidia or AMD GPU and install their latest Windows 7 OpenGL drivers.
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