Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: dukey

Page 1 of 11 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    9
    Views
    672

    Just cache the values you use, no need to create...

    Just cache the values you use, no need to create 2 million textures.
  2. Replies
    9
    Views
    672

    The windows API predates modern unicode, so 2...

    The windows API predates modern unicode, so 2 byte chars are what we are stuck with.
  3. Create 2 opengl windows with a shared context,...

    Create 2 opengl windows with a shared context, then just render the first window to a texture so you can draw on the second. You'll need to disable vsync on the second window or draw to the front...
  4. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,270

    In task manager the working memory set was...

    In task manager the working memory set was pushing 1gig. I could see the memory increase x amount as i clicked on another tab to draw more windows.
  5. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,270

    Okay I wrote the gui using multiple windows....

    Okay I wrote the gui using multiple windows. Paints about 32 small windows with opengl, each with it's own context. On my nvidia machine, the process usage is about 50meg for the whole app. On my ati...
  6. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,270

    The 'os' windows I want to be physically separate...

    The 'os' windows I want to be physically separate inside the program. I could fake it somehow filling in the gaps but would prefer not to do that.
  7. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,270

    Multiple windows

    Maybe a stupid question .. but I am thinking of writing a new app. But I would want something like 20 small double buffered opengl windows. With swap buffers and a 60hz refresh rate if I drew to them...
  8. Replies
    0
    Views
    580

    Pointer alignment

    I am sending some opengl commands over a network. Anyway when I unpack them from memory the pointers to the start of chunks of memory might not be DWORD aligned.

    For functions like...
  9. Draw pixels is generally pretty slow. Just create...

    Draw pixels is generally pretty slow. Just create a texture with the text on it. You can do this from the swap buffers function. Give it a random texture ID, instead of using an auto generated one....
  10. perhaps quad buffer only works in fullscreen mode...

    perhaps quad buffer only works in fullscreen mode ..
  11. Replies
    0
    Views
    1,184

    wglSwapMultipleBuffers

    I just found this function in the header files.
    Why is it undocumented ? Does it work ? I assume it works like nvidia swap groups
    anyone tried this thing ?
  12. Replies
    3
    Views
    1,262

    Just render the scene twice. It's the easiest way.

    Just render the scene twice. It's the easiest way.
  13. Thread: GLdouble

    by dukey
    Replies
    3
    Views
    3,790

    GLdouble

    Does anything in opengl work with double precision ?
    Ie if you load a matrix using glLoadMatrixd

    would it just internally be converted to a float matrix instead of double ?
  14. Replies
    4
    Views
    2,109

    I would assume depthrange would only work between...

    I would assume depthrange would only work between the values of 0 - 1
  15. Replies
    4
    Views
    2,678

    The reason people use typedefs is if you compile...

    The reason people use typedefs is if you compile your code on other platforms. For example int on 64bit platform could be 64bit. Instead of changing every instance of int in your code to a 32bit...
  16. Replies
    2
    Views
    1,441

    change to this should work .

    change to



    this should work .
  17. Replies
    7
    Views
    2,629

    glOrtho...

    glOrtho
    http://msdn.microsoft.com/en-gb/library/windows/desktop/dd373965%28v=vs.85%29.aspx
  18. Replies
    7
    Views
    2,629

    This function sets the near and far clipping...

    This function sets the near and far clipping planes -1 and 1.

    So your values of
    (y+8 )*-1);
    are draw outside the viewing frustum
  19. Replies
    4
    Views
    7,390

    maybe you want GL_LINE_STRIP

    maybe you want
    GL_LINE_STRIP
  20. Replies
    6
    Views
    2,443

    glDrawBuffer(GL_FRONT); // draw some stuff ...

    glDrawBuffer(GL_FRONT);

    // draw some stuff

    glFlush();

    glDrawBuffer(GL_BACK);
  21. if they map to the same z range, and depth...

    if they map to the same z range, and depth testing is enabled they will intersect
  22. Replies
    6
    Views
    2,443

    actually in the good ol' days people simply did...

    actually in the good ol' days people simply did the rubber banding on the front buffer. No need for the copy to back buffer, and then another buffer swap. It was easy to undo as well as you just draw...
  23. Replies
    5
    Views
    2,046

    you can continue to use display lists forever if...

    you can continue to use display lists forever if you are just using opengl 1-2
  24. You are seeing polygon gaps, which this is...

    You are seeing polygon gaps, which this is happening is a mystery.
  25. debugging shaders is hard I've done the old,...

    debugging shaders is hard
    I've done the old, debug to colour output. But when that's clamped to 0-1 can make it hard.
Results 1 to 25 of 256
Page 1 of 11 1 2 3 4