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  1. Which drivers?

    Which drivers?
  2. I am looking for some mesh library/tool/utility

    Hi,

    I'd need a mesh tool that allows me:

    - to generate indices from a given triangle list
    - cleaning any incomplete, degenerate or multiple triangle/vertices
    - optimize the mesh reducing the...
  3. I work on a cad viewer, we may have from few...

    I work on a cad viewer, we may have from few thousands up to a couple of thousands of milions of triangles.



    GL 4.5, geometry is essentially static unless the user delete/loads some meshes or...
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    Let me rephrase the second part of my post, since...

    Let me rephrase the second part of my post, since it was kind of misleading because I got confused..

    Let suppose we have 2 meshes, m0 and m1. Normally one would do:



    ...
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    Honestly I didn't think that far right now, it...

    Honestly I didn't think that far right now, it was a pure propose. I hope some more talented and experienced dev than me could think of some solution about that. :D

    Well, keeping it simple,...
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    Something like a list of VBO (and IBO) names (or...

    Something like a list of VBO (and IBO) names (or memory pointers since the hw have no concept of names)?
  7. Yep, I meant within a buffer In case the...

    Yep, I meant within a buffer



    In case the vbo has not enough contiguous free space and you can't compact the used space inside, because there is not enough space to move any of the existing...
  8. Does anyone have/know a good VBO allocator implementation?

    Since I'd not like to reinvent the wheel, I am looking for a good VBO allocator implementation.

    An utility that keeps track of allocated meshes and have a couple of parameters to customize, such...
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    Multi Draw Indirect from multiple VBOs

    I find the current Multi Draw Indirect quite limitating..

    Would it be much more powerful if one could also render from multiple VBOs and IBOs with just one call?
  10. Small sample in opengl es 3, wrong gamma correction

    I have a small sample, es-300-fbo-srgb, supposed to showing how to manage gamma correction in opengl es3.


    Essentially I have:




    a GL_SRGB8_ALPHA8 texture TEXTURE_DIFFUSE
    a...
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    Sticky: Sorry if I write this here, but I couldn't find a...

    Sorry if I write this here, but I couldn't find a more appropriate place.

    In order to modify/edit the OpenGL wiki one must have an account. I go to "create account", fill all the requested fields,...
  12. Solved, the problem was I didnt implement...

    Solved, the problem was I didnt implement properly dsa

    glEnableVertexAttribArray(vao, 0);
    glEnableVertexAttribArray(vao, 1);

    // Setup the formats
    glVertexArrayAttribFormat(vao, 0, 3,...
  13. I can't get a simple indexed array rendered properly

    I am porting this sample (site) to jogl but I noticed something wasn't perfect in the image, some artefacts on the floor and shapes not exactly squared, as you can see (dont care about color, is...
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    Ah, thanks for the clarification, then I will...

    Ah, thanks for the clarification, then I will always use glCreateBuffer together with glNamedBufferData
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    If I switch Gen to Create it works outside the...

    If I switch Gen to Create it works outside the bindings... this anyway doesnt explain why it works with the Nvidia C code
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    glGenBuffers Ok, but then why it works on C?...

    glGenBuffers

    Ok, but then why it works on C? Directly from the Nvidia github https://github.com/NVIDIAGameWorks/OpenGLSamples/blob/master/samples/gl4-kepler/BindlessApp/Mesh.cpp#L55-77

    Is the...
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    glNamedBufferData fires GL_INVALID_OPERATION

    I get an exception at the very begin of my sample, when I try to allocate geometry for the gound, here and here:

    at this point


    gl4.glNamedBufferData(vertexBuffer[0], Vertex.size() *...
  18. Thanks for the tip, I inserted an additional...

    Thanks for the tip, I inserted an additional uniform int debug in order to avoid the compiler optimizing my shaders

    I set it on runtime

    Anyway, I found it, in the init FS

    uniform...
  19. GLSL, reading wrong value inside a fragment shader for a bounded depth texture

    I am applying a slightly modified version of the classic depth peeling algorithm, basically I am rendering all the opaque objects first and then I use that depth as minimum depth, because since...
  20. Opengl best texture compression format on desktop nowadays

    I did not find any valid resource online that is updated and compare the texture compression formats for OpenGL for desktop. Everything is either outdated or for mobile.

    Looking on my platform, I...
  21. Check color encoding in the default framebuffer draw buffer for SRGB

    I am in the process of implementing sRGB space in my application.

    From what I read here, here, here and here I should operate in linear RGB (LRGB) space for the whole pipeline and I dont have to...
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    Sorry, I didnt mean that, I will copy paste next...

    Sorry, I didnt mean that, I will copy paste next time
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    http://stackoverflow.com/questions/27501460/sample...

    http://stackoverflow.com/questions/27501460/sampler2drect-vs-samplerrect
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    sampler2DRect vs samplerRect

    As titled, I wish to know the difference between sampler2DRect and samplerRect


    I already googled, but I couldnt find anything clear and precise.

    From what I found, it looks to me like...
  25. Right now I am doing partially what you say. I go...

    Right now I am doing partially what you say. I go from the object space down to the window space (or as you call it, pixel), then from there up to the camera space by setting the window depth...
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