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    There is no such thing as a "Panel" in OpenGL....

    There is no such thing as a "Panel" in OpenGL. OpenGL is a low level rendering API. All (well, most) you can do is draw primitive shapes. There isnt even any support for rendering text.

    It sounds...
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    I was thinking of using render-to-texture for the...

    I was thinking of using render-to-texture for the entire GUI tree, all components at once. I wouldnt do it for individual components. With my current concept I may end up needing several draw calls...
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    The GUI library is already calculating bounding...

    The GUI library is already calculating bounding boxes up the ancestor tree, components which are completely occluded arent even passed to the rendering function.


    That was my question. Is it a...
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    GUI implementation; is this a good idea?

    Hi there,

    I am porting an application with a graphical user interface. The new implementation will use GLFW for windowing and input and OpenGL for rendering. I was looking at the requirements...
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    I would suggest stripping your program down bit...

    I would suggest stripping your program down bit by bit until you are left with the smallest possible program which still shows the problem. Finding the source of leaks in big development code can be...
  6. The number of triangles is not that important....

    The number of triangles is not that important. The size of your triangles matters far more. My crappy laptop can draw many millions of triangles if each triangle is only a single pixel in size if not...
  7. OpenGL was not originally designed the way it is...

    OpenGL was not originally designed the way it is right now. it slowly grew over many many years. There are a lot of features which are no longer needed because we found a better way of doing things....
  8. Programming languages are not religions, they are...

    Programming languages are not religions, they are tools. You choose the right tool for the job. Dont choose the tool first and then look for the task; instead, focus on the task and then choose the...
  9. Low-Level and Object-Oriented is kind of a...

    Low-Level and Object-Oriented is kind of a contradiction with OpenGL.
    In java there is LWJGL (the Light Weight Java Gaming Library) which is a low-level binding for OpenGL but with a little bit less...
  10. Here is one way of doing this: - Create a...

    Here is one way of doing this:
    - Create a FrameBufferObject
    - Attach a texture with only 1 color component. This will be used to test for your "occluders".
    - Render your occluders to this FBO....
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    Why do you believe your float i will ever be...

    Why do you believe your float i will ever be exactly -1.8?
    Floats are not exact. They are not accurate. Never compare a float value with a constant except for perhaps 0.0 or low integers.

    Try to...
  12. I would think what you need is a...

    I would think what you need is a FrameBufferObject (FBO) which you render into (it allows you to render into a texture). You can do your effects like blur directly on the hardware by using shaders....
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    OpenGL doesnt know anything about text. If you...

    OpenGL doesnt know anything about text. If you want to draw text the most common way is to render a textured quad with the texture containing the text (or sometimes individual letters and you render...
  14. I dont know which programming language you use...

    I dont know which programming language you use but if you want to develop for android devices perhaps you are using Java. If that is so you might want to have a look at the LibGDX framework which...
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    Do you use your own shaders? If you do write a...

    Do you use your own shaders? If you do write a new shader for the crosshair which uses no modelview matrices and an orthogonal projection. After that it should be very easy to draw the actual...
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    I assume what the OP wants is to use code...

    I assume what the OP wants is to use code injection in GLSL shaders.

    I am personally not aware of any libraries that provide AST's for shaders or anything like that. But as far as I understood a...
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    Yes of course you are right. I dont know what I...

    Yes of course you are right. I dont know what I was thinking. Its too late at night...
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    How about: 1) Render red cube 2) Do the glow...

    How about:
    1) Render red cube
    2) Do the glow effect
    3) Render yellow cube

    This looks like the natural solution. Why is this not an option to you?
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    And what programming language are you using with...

    And what programming language are you using with GLFW?
    What kind of parameters do you want to pass?
    Can you give us a specific example of what you would like to do? Perhaps with code or pseudo code?
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    OpenGL doesnt have anything to do with keyboard,...

    OpenGL doesnt have anything to do with keyboard, mouse or other devices. OpenGL is a standard for outputting graphics only. What you are probably using is some kind of framework that handles the...
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    Push your current matrix, manipulate it with the...

    Push your current matrix, manipulate it with the translatef / rotatef calls, draw the sprite you want to have rotated and then pop the matrix again before drawing the other sprites.
  22. I dont know if this is the best solution (it...

    I dont know if this is the best solution (it possibly isnt) but you could render your entire scene into a texture, then render that texture across the entire screen with a fragment shader that...
  23. But do you have an OpenGL related question?

    But do you have an OpenGL related question?
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    Probably in your code, but we can not know until...

    Probably in your code, but we can not know until we see it.
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    I would suggest not using a texture. Instead,...

    I would suggest not using a texture. Instead, send the color for each cell in a VBO.
    I assume the positions of your cells on screen are static. In this case you can have separate buffers for the...
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