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Type: Posts; User: Cornix

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  1. Replies
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    151

    This should not have anything to do with Linux,...

    This should not have anything to do with Linux, Windows or whatever OS. The only important factors are the power of the hardware you use, the manufacturer and the drivers.

    Do I read your code...
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    What the others said is all true. I just want to...

    What the others said is all true. I just want to add that OpenGL is only a tool. You should use it as much as you actually need it. Look at the kind of application you want to develope and then...
  3. Thread: Bad performance

    by Cornix
    Replies
    3
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    241

    Probably a lot. There is many many things you can...

    Probably a lot. There is many many things you can do wrong when working with OpenGL but without seeing your code we can not really say for sure.
    Just remember to do as little as possible during your...
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    Loading has nothing to do with OpenGL. Only...

    Loading has nothing to do with OpenGL. Only uploading to the driver must be done on the main thread (or a thread with a shared context). You can load as much as you like on a separate thread, pass...
  5. I would advise you to make it dynamic. Build it...

    I would advise you to make it dynamic. Build it in a way that your application will automatically increase / decrease the number on the fly based on FPS. This would be the most solid and accurate...
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    374

    Errors are buffered. The INVALID_ENUM is...

    Errors are buffered. The INVALID_ENUM is generated at some point in your program and kept until you call glGetError() for the first time. It doesnt matter if you call it immediately after the call...
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    374

    Yes exactly. Some argument which you pass to some...

    Yes exactly. Some argument which you pass to some method is wrong. To find out which it is you have to call glGetError() after every opengl call. When you found out which method produces the error...
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    How do you upload your data to your shader? Might...

    How do you upload your data to your shader? Might it be that you did not update your CPU side code correctly to reflect the changes to your struct?
  9. To be even more precise: OpenGL is NOT software....

    To be even more precise: OpenGL is NOT software. Its a specification. Its the "what will happen" but not the "how it will happen". The actual software is written by the graphics card vendors,...
  10. You didnt really show us anything related to...

    You didnt really show us anything related to OpenGL. From what I can see from your code you are not using OpenGL directly but an intermediate library. Perhaps the problem comes from a poor usage of...
  11. 256x256 is pretty tiny for maximum texture size....

    256x256 is pretty tiny for maximum texture size. You can expect all graphics cards from 2004 an onwards to support a minimum of 2048x2048. This is what the Unity game engine does anyways. If you need...
  12. Thread: rotating dice

    by Cornix
    Replies
    5
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    406

    Obviously you have to perform the rotation again...

    Obviously you have to perform the rotation again and again over time then.
    You must have some kind of main loop. Find out how much time has gone by between two updates of your loop and use this time...
  13. They are equal. But the X-Axis has a different...

    They are equal. But the X-Axis has a different scaling factor.

    If your Window is 500 pixels in width and your rectangle is 0.5 length units in width with the bounds going from -1.0 to 1.0 then...
  14. The code you have shown us really isnt enough to...

    The code you have shown us really isnt enough to give you any kind of feedback. Especially because you didnt show us any OpenGL code but code using some kind of framework.
    If I had to guess I would...
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    You didnt ask any questions. There are plenty of...

    You didnt ask any questions. There are plenty of books & tutorials on OpenGL. Read those and try to create your application. If you run into any problems then you can ask here for advice.
  16. You can render into a texture. If you want to...

    You can render into a texture. If you want to merge several images you simply render them on top of each other. For more information you should read up on Frame Buffer Objects (FBO's).
  17. So what you are saying is that I should do the...

    So what you are saying is that I should do the scissor test myself in the fragment shader, correct? With a conditional branch or is there some kind of build in functionality for that?
    If I could do...
  18. Porting rendering logic of GUI-toolkit to OpenGL

    Hi everyone.

    Introduction:
    I am currently trying to port the renderer of a GUI-toolkit to OpenGL. It was originally implemented with AWT (abstract windowing toolkit). A naive implementation would...
  19. You use glBufferData right now to create a new...

    You use glBufferData right now to create a new buffer and fill it with values. You can use glBufferSubData instead to only upload parts of the buffer. I would recommend reading up on the differences...
  20. If I had to guess I would say the problem is with...

    If I had to guess I would say the problem is with depth testing. Even if a face is translucent it may write a value to the depth buffer. A face that is later drawn may then be discarded because it...
  21. They are slow because the data has to travel from...

    They are slow because the data has to travel from your program to OpenGL. Every OpenGL function call is expensive, especially if data has to be moved around from main memory (or CPU cache) to video...
  22. You have to remember that it does not matter how...

    You have to remember that it does not matter how you upload your data, it is still the same amount of data. For example, if you use immediate mode to draw your sprites, you are still uploading all...
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    With glScissor you can specify a rectangular area...

    With glScissor you can specify a rectangular area and with glEnable(GL_SCISSOR_TEST) you can activate scissor testing. When you render something and scissor testing is enabled then all fragments...
  24. What happened to me once was that I did something...

    What happened to me once was that I did something wrong (illegal arguments to some OpenGL function) and wasnt checking for errors consistently and different drivers / GPUs reacted differently to the...
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    It wasnt really a practical question and more of...

    It wasnt really a practical question and more of a theoretical question. I was thinking that graphics card producers would try to optimize VAO's since they have been added to the specs and as time...
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