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Type: Posts; User: Chris_F

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    Sticky: https://www.khronos.org/bugzilla/show_bug.cgi?id=1...

    https://www.khronos.org/bugzilla/show_bug.cgi?id=1057
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    Sticky: It's clearly incorrect. I opened a report on the...

    It's clearly incorrect. I opened a report on the bugzilla about a mistake in the man pages and it has gone unnoticed for the better part of a year.
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    Sticky: Well, DSA was abandoned for years, and now out of...

    Well, DSA was abandoned for years, and now out of nowhere it is suddenly revived. At the exact same time it is announced that OpenGL is going to be re-built from the ground up. This of course isn't...
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    Can nobody offer any insights on this issue? This...

    Can nobody offer any insights on this issue? This doesn't appear to be an issue with GLFW. I created a window and context manually and was sure to set WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB to true.

    Am...
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    OpenGL sRGB framebuffer oddity

    I'm using GLFW3 to create a context and I've noticed that the GLFW_SRGB_CAPABLE property seems to have no effect. Regardless of what I set it to, I always get sRGB conversion when GL_FRAMEBUFFER_SRGB...
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    It works with an explicit stride. It seems that...

    It works with an explicit stride. It seems that one of the side effects of separating buffer binding from vertex attribute specification is that it can no longer automatically calculate the stride.
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    If the stride was 0 in the first version then why...

    If the stride was 0 in the first version then why would I want to change it? What's improper about a stride of 0? The attributes are coming from separate buffers filled with packed floats. What...
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    VAO not working in OpenGL 4.5

    I am attempting to convert some code from OpenGL 4.4 to OpenGL 4.5. Here is the old code which uses the DSA extension:



    GLuint vao = 0;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);...
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    http://www.opengl.org/sdk/docs/man/docbook4/xhtml/...

    http://www.opengl.org/sdk/docs/man/docbook4/xhtml/glBufferStorage.xml

    https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glBindBufferBase.xml
    ...
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    What version of OpenGL are you using? In...

    What version of OpenGL are you using?

    In OpenGL 4 I would maybe create a uniform buffer with glBufferStorage (if available to you) otherwiese glBufferData. I would then use glBindBufferBase with...
  11. Thread: glDrawElements

    by Chris_F
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    I like to pretend that those functions simply...

    I like to pretend that those functions simply don't exist. To quote Ian Romanick from Intel, "it [compatibility profile] should die in a fire anyway."
  12. Thread: glDrawElements

    by Chris_F
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    Not in core profile it isn't.

    Not in core profile it isn't.
  13. Thread: glDrawElements

    by Chris_F
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    glDrawElements

    Given the function:



    void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);


    I find myself confused about what the pointer indicies is used for. According...
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    It's not a DSA related issue. It effects...

    It's not a DSA related issue. It effects glTexStorage2D just as much as glTextureStorage2DEXT.

    I decided to use glGetTexLevelParameteriv to actually check the internal format of the texture after...
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    Using TexStorage correctly or is this a bug?

    I'm trying to compress a texture to BPTC using this code but I am getting a corrupted image.


    glTextureStorage2DEXT(texture, GL_TEXTURE_2D, 10, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, 512, 512);...
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    BPTC texture compression

    My question is regarding BPTC texture compression in OpenGL, specifically the DirectX equivalent to the BC7 texture format. It seems this is handled by the following enums:
    ...
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    Optimal texture formats

    Reading around on the Internet there are a few tidbits I have come across several times, they are:

    1. Modern GPUs don't have hardware support for uncompressed RGB textures. They will be converted...
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    Here is some source code to reproduce the bug. ...

    Here is some source code to reproduce the bug.

    https://gist.github.com/anonymous/7837036
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    Oddly enough this works too. GLuint...

    Oddly enough this works too.



    GLuint texture = 0;
    glGenTextures(1, &texture);
    glTextureStorage2DEXT(texture, GL_TEXTURE_2D, 10, GL_RGBA8, 512, 512);
    glTextureSubImage2DEXT(texture,...
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    Ordinary TexStorage (second example) works fine....

    Ordinary TexStorage (second example) works fine. It's only when I try to use the DSA version of TextureStorage that GenerateMipmaps fails.
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    It's not missing. Example 1 and 3 both use DSA....

    It's not missing. Example 1 and 3 both use DSA. Therefore no binding.



    Compatibility with OpenGL ES is not one of my concerns.

    The question still stands.
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    Is this a driver bug?

    When I try this code, it doesn't work. For some reason only mip level 0 is present and all other mip levels are black.


    GLuint texture = 0;
    glGenTextures(1, &texture);...
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