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  1. Are the changes to the 'triangle strips with adjacency' spec. diagram documented?

    I was reading about the "triangle strips with adjacency" primitive in the 3.3 core spec. The text specification made sense, but the Figure 2.6 diagram that showed examples for the primitive seemed to...
  2. I saw this post a while ago. I was interested in...

    I saw this post a while ago. I was interested in answering your question, as I was curious about GLFW too. My initial reply is below. I wrote this before my complete reply I wrote in the blog post I...
  3. Oh, that works too, thanks. Never thought of...

    Oh, that works too, thanks. Never thought of actually doing something like that in my own code. I think I've only used C++ references for passing single objects or entire arrays, but never a...
  4. I took a look at your code. The main problem...

    I took a look at your code. The main problem seems to be that in the ShaderProgram::InstantiateShader member function defined, your intention seems to be that for the "GLuint shaderID" parameter, you...
  5. If you're using OpenGL 3.3 core, I can try to...

    If you're using OpenGL 3.3 core, I can try to take a look at it. Can you post your entire source? Maybe a dropbox link or something. You can send me a private message if you don't want to post a...
  6. I'm also getting 210. Here's my console output: ...

    I'm also getting 210. Here's my console output:



    Your code looks right in printing out 210 for your vec printing line. Maybe a recompile will do? My only other thought is using a new set of glm...
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    I like the idea. Had to think about it for a bit....

    I like the idea. Had to think about it for a bit. So you're saying like have some form of list of renderstates, and somehow associate these renderstates with certain draw calls. Then somehow write a...
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    That's a nice idea, thanks. So basically, for any...

    That's a nice idea, thanks. So basically, for any requested state, check if that state is already set, and if not, then set it. At first, I'd think it think it'd be less efficient since you may do 2...
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    Alright, I can see the benefits of that. If I...

    Alright, I can see the benefits of that. If I were to only bind in two different functions that I define, and I bind the same object, sounds reasonable for drivers to be able to avoid a duplicate...
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    (to Tomyfr) Rebinding like that isn't required....

    (to Tomyfr) Rebinding like that isn't required. It's more of my own design style. You can remove the extra bindings as you need.
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    (to mhagain) That's interesting. Unbinding often...

    (to mhagain) That's interesting. Unbinding often felt natural to me. I also recently learned in my programming class about "avoiding side effects" when writing functions, like for example making sure...
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    As mhagain mentioned, you need to have a...

    As mhagain mentioned, you need to have a currently bound vertex array object before you call commands like glEnableVertexAttribArray and glVertexAttribPointer. So you just need to generate a VAO and...
  13. Oh ok, thanks. Looks like you updated that part....

    Oh ok, thanks. Looks like you updated that part. I thought there might've been something nuanced there, so I wanted to double check here.
  14. Are the in/out storage qualifiers for interface blocks really only allowed in 4.1?

    I was learning about interface blocks today, and read this from the wiki about them:



    I'm looking at 4.3.7 of the 3.30 GLSL spec, and the interface-qualifier spec for an interface block...
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    (to GClements) That's a better way of saying it,...

    (to GClements) That's a better way of saying it, thanks. It's nice to see a consistency of requiring an array of elements between OpenGL 2 and 3.
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    (to mhagain) Oh ok, thanks for the correction....

    (to mhagain) Oh ok, thanks for the correction. Never did any OpenGL beyond 3.3 core. That's cool how buffer objects were around even beck around the OpenGL 1 times.
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    I think GClements gave a nice explanation to...

    I think GClements gave a nice explanation to 'DrawElements' functionality. I don't know what version of OpenGL you're using, but I'll assume when you tried the code you made in your initial post, you...
  18. Ok, thanks. My AMD card's implementation is...

    Ok, thanks. My AMD card's implementation is correct then.

    Thanks for the explanation, especially about bindless textures. For getting working code on my Intel card, I'll just keep uniforms as...
  19. In the table of contents on the left of the...

    In the table of contents on the left of the LearnOpenGL home page, there's a link called "Lighting maps" under the section called "Lighting". Here's the link to the Lighting maps tutorial.

    In...
  20. What is the intended behavior of putting a sampler2D in a struct? (GLSL 3.30)

    I've been trying out LearnOpenGL's "Lighting maps" tutorial on diffuse maps and specular maps, and the source involves putting sampler2D's in a struct in a fragment shader to access the diffuse and...
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    Oh ok. That makes sense. I thought you meant CPU...

    Oh ok. That makes sense. I thought you meant CPU when you said processing unit. If I consider in one computer the client on the CPU, and the server as multiple GPUs , and the program on the client...
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    That's interesting. Had to look up "atomic" as a...

    That's interesting. Had to look up "atomic" as a programming term. Do you mean multiple processing units as having the client in one processing unit and the server in another, or do you mean having...
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    Thanks for the help. That definition would nicely...

    Thanks for the help. That definition would nicely fit in with the "distributed system" idea I found if the client and server are on different machines.
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    What is a distributed implementation?

    In the 3.3 core spec, I found this information about glGetError in section 2.5:



    What is a distributed implementation in regards to OpenGL? Is it basically an OpenGL implementation that has...
  25. I'm pretty late on reply, not sure if you're...

    I'm pretty late on reply, not sure if you're already set up, but if you say you're new to OpenGL, I recommend the LearnOpenGL tutorial site. It's a very nice tutorial that gently helps you set up and...
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