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  1. Clearly, that was one of a hundreds...

    Clearly, that was one of a hundreds typos/mistakes I mentioned for a last few month. The whole docs have to be "bulldozered", function-by-function.
  2. Thank you, Alfonse! P.S.: man4 pages have more...

    Thank you, Alfonse!

    P.S.: man4 pages have more bugs than information. Shame no one maintains the documentation.
  3. glTextureSubImage2D vs GL_TEXTURE_CUBE_MAP

    Hello!
    In OpenGL4.5 we got DSA providing the alternative texture uploading functions that take a texture ID instead of the target as a parameter:

    void glTextureSubImage2D(
    GLuint texture,
    ...
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    Seems like the target implementation does not...

    Seems like the target implementation does not support non-POT textures? Nowadays?! :O
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    You are welcome, but it should. :) Would you...

    You are welcome, but it should. :)
    Would you post a line-drawing part of code?
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    Check wrapping parameters (GL_TEXTURE_WRAP_S,...

    Check wrapping parameters (GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T) - maybe you see pixels from the opposite side of the image while you prefer edge clamping (GL_CLAMP_TO_EDGE)?
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    Strange problem. Memory fragmentation, buffer...

    Strange problem. Memory fragmentation, buffer overflow?
    If the drawing code the same, check if the window has depth buffer and it is cleared each frame and the SwapBuffers() called. Maybe?.. :)
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    Where one line ends another should start. Do not...

    Where one line ends another should start. Do not start or end two lines at the same spot, I guess, and the extra pixel will not be needed - just reverse direction of some lines.
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    There is not enough info provided to figure out...

    There is not enough info provided to figure out the problem. If the elevation of terrain height values is controlled by some uniform scaling factor, that uniform may have changed somehow to a zero....
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    Oh, I see. Now I understand. :) Thank you very...

    Oh, I see. Now I understand. :)
    Thank you very much, guys!
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    Well, for regular cubemap textures I create a...

    Well, for regular cubemap textures I create a GL_TEXTURE_CUBE_MAP type texture, then I upload images using glTexImage2D to 6 different targets: GL_TEXTURE_CUBE_MAP_*_*. Now, if I understand...
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    Gl_texture_cube_map_array

    Hi!
    I have troubles understanding the process of creation and image' uploading of this new fancy texture type - the specs and wiki did not gave me a clear picture on that process. No examples I...
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    Alfonse, no matter how precise we call it, the...

    Alfonse, no matter how precise we call it, the algorithm will still be the same. The technique is already proven to be working. :)
    BTW, if you like it, feel free to make your own publication on the...
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    Hm, thanks, but I will change it a bit, because...

    Hm, thanks, but I will change it a bit, because vertex' Z is not mapped to [-1...1] range, actually...
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    Changed to gl_FragCoord.z. Thank you, Alfonse!

    Changed to gl_FragCoord.z. Thank you, Alfonse!
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    True Camera via OpenGL4.5

    Gentlemen, I want to share the new (at least to my knowledge) technique with you. :)

    As we know, rendering large scenes had always been tricky: if near clipping plane set too close, depth-fighting...
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    OMG, I am so ashamed... Thank you, Alfonse, I...

    OMG, I am so ashamed...
    Thank you, Alfonse, I happened to forget about those functions completely...:doh:
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    DSA requires binding?!

    Hello!
    Playing with Direct State Access functions right now. Just discovered smg unexpected creating a framebuffer: it seems like DSA functions generate GL_INVALID_OPERATION when I attempt to apply...
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    The only thing is if the triangle lays on tips of...

    The only thing is if the triangle lays on tips of the input vectors, then equal distances on the triangle plane will not imply equal rotation angles, actually. But I considered this approach and...
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    Oh, sry, GClements, I see, I get it wrong. So you...

    Oh, sry, GClements, I see, I get it wrong. So you suggest solving those 9 equations with solution containing the t parameter, then determine tmin from there and find the result for tmin. So the...
  21. I don't understand this big fuss about the new...

    I don't understand this big fuss about the new name - I used to and I love the old "OpenGL". There are even a 3rd party libraries grow around it mangling the name and API naming conventions like...
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    Right! Just an illustration: if we take an...

    Right! Just an illustration: if we take an orthotriplet and rotate it by any angle around the central axis - it will match another orthotriplet, and all 3 vectors will be rotated by the same angle in...
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    But isn't the Gram–Schmidt orthonormalization...

    But isn't the Gram–Schmidt orthonormalization unfair to the change of input vectors' directions just like in an "easy way" I show above?

    Actually, I just developed some alternative solution. It is...
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    Orthonormalize three vectors

    There are two alternatives for rotational transformations: quaternions or matrices. I like matrices. But multiplying them many times produces numerical error which makes their vectors flow away from...
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    GLSL.hpp - GLSL emulation library

    No questions to ask - just an item I want to share with the community. I wrote a GLSL emulation library similar to glm, but all in one file. The short-cuts I had to take are:
    -there are no...
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