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  1. 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,...
  2. 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...
  3. Ah, thanks for the clarification, then I will...

    Ah, thanks for the clarification, then I will always use glCreateBuffer together with glNamedBufferData
  4. 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
  5. 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...
  6. 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() *...
  7. 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...
  8. 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...
  9. 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 Everything is either outdated or for mobile.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...
  10. 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
  12. Replies
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    666

    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...
  14. 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...
  15. How can I get the camera space position on the near plane from the object space posit

    As titled, I have an item with a specific position in object space defined by a single vector.


    I would like to retrieve the coordinates in camera space of the projection of this vector on the...
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    Porting RoomTiny to Jogl

    Hi,

    I am trying to port the roomTiny example from the Oculus SDK to Jogl

    I already ported most of the program, but I am stuck on an annoying bug since a couple of days and I am going crazy
    ...
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    And have you found anything working so far?...

    And have you found anything working so far? Because the few clear examples I found dont work, such as http://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness
  18. Replies
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    How to color a texture in glsl

    I need to modify during runtime the appearence of textures..
    Some examples may be rendering them with a gray scale to indicate a deactivation, orange color for selection and so on


    A little...
  19. Is it worth to create a generic shader for handling objects with and without textures

    I have several object to render. Some of them have textures and some of them are transparent.

    To achieve transparency, I implemented the depth peeling tecnique.

    I was wondering if I could...
  20. I got it working if I switch to int init ...

    I got it working if I switch to int

    init


    gl3.glTexImage2D(GL3.GL_TEXTURE_RECTANGLE, 0, GL3.GL_R32I, width, height, 0, GL3.GL_RED_INTEGER, GL3.GL_INT, null);

    render
  21. The rendering was wrong, I read that the second...

    The rendering was wrong, I read that the second parameter in glClearBufferiv should be the i-th buffer specified by glDrawBuffer(s)

    so this is the new rendering
  22. Exacty white, (1,1,1,1). Yeah, I can try to look...

    Exacty white, (1,1,1,1). Yeah, I can try to look inside it, once retrieved which is the fastest way to look at it?

    If I have to be honest I don't know why I am using GL_TEXTURE_RECTANGLE, I guess...
  23. Thanks tonyo, I tried that but unfortunately it...

    Thanks tonyo, I tried that but unfortunately it returns still the same wrong value
  24. Encoding id picking into a 16b red component texture

    So, I am trying to perform picking through id, that is before each drawArray a specific uniform variable will be set and written in the red component

    IDs are signed short

    But this is not...
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    Here the init shader: // Descpiption: // ...

    Here the init shader:

    // Descpiption:
    // (1) Initialization of the depth layer.
    #version 330 core

    layout(location = 0, index = 0) out vec4 out_frag_depth;

    void main(void)
    {
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