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    Thank you mhagain. This was interesting. To go...

    Thank you mhagain. This was interesting.

    To go back to the topic I must admit that now I'm confused about what the OP does really want to achieve...
  2. Really interesting. And since the OP uses point...

    Really interesting. And since the OP uses point size, this happens even more often (square of the pixel size).
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    I am not. glTexSubImage2D is known to be very...

    I am not. glTexSubImage2D is known to be very fast. FBOs are also fast. With FBOs you'll end up with framebuffer objects with which you can do many things with (since you seem to process images)....
  4. I read your first post certainly badly, making me...

    I read your first post certainly badly, making me believed that the issue disappeared when you disable depth testing, which obviously was not the case. So definitely, what I said above was not...
  5. You will generally want to draw in...

    You will generally want to draw in 'front-to-back' order in order to let the hardware discards z-failed fragments as soon as possible. More you have occlusion, and more this is true.

    One thing you...
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    What I was meaning is filling the texture then...

    What I was meaning is filling the texture then attach it to the FBO then, depending on the needs, blitting this to the 'screen' buffer or doing whatever he needs with FBO. He can easily keep his 3...
  7. The loading order of the vertices does not have...

    The loading order of the vertices does not have impacts on the rendering. However, the order in which you send these vertices to GL has, specially if depth testing is enabled. Using any spatial...
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    As far as possible, try FrameBuffer Object...

    As far as possible, try FrameBuffer Object. They should better suit your requirements (render to texture).
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    You might also consider using another library if...

    You might also consider using another library if compute shaders are not available. You might be interested in OpenCL (https://www.khronos.org/opencl/) for example.
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    Generally glxinfo gives what your drivers is...

    Generally glxinfo gives what your drivers is providing... Maybe that could be different on your system however. If I'm not wrong, on Mac, you should generally have OpenGL 3.2 core profile minimum....
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    Have you disabled texturing before drawing your...

    Have you disabled texturing before drawing your line ?

    What version of OpenGL ES are you using ?
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    Try Mesa: http://www.mesa3d.org/intro.html You...

    Try Mesa: http://www.mesa3d.org/intro.html
    You will need Mesa 12.0.1 to have OpenGL 4.3 functionalities. However, if your graphic card does not support it, you'll have to fallback to the software...
  13. From the specs, transform feedback should operate...

    From the specs, transform feedback should operate asynchronously. From https://www.opengl.org/registry/specs/EXT/transform_feedback.txt:

    "This extension introduces new query object support to...
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    As said, move from OSMesa to glut. There are...

    As said, move from OSMesa to glut. There are plainty of tutorials here and there. See this one for example: http://www.lighthouse3d.com/tutorials/glut-tutorial/ or here:...
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    You need glut32.dll, not glut.dll. Some more...

    You need glut32.dll, not glut.dll.
    Some more information and links to downlands can be found here: https://www.opengl.org/resources/libraries/glut/
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    Most certainly nothing has been initialized for...

    Most certainly nothing has been initialized for GL to operate.
    But I would suggest to use glut instead of osmesa.
  17. Regarding to this...

    Regarding to this (http://feedback.wildfiregames.com/report/opengl/device/Intel%20Bear%20Lake%20B), this card only support GL up to 1.4 what you already have. So updating your driver or Windows will...
  18. Without any account to dropbox, I cannot see the...

    Without any account to dropbox, I cannot see the image. I assume this will be the same for other people. Please let it in a public area. You can try this: https://postimage.org/

    You certainly have...
  19. You might have a look at OpenSceneGraph...

    You might have a look at OpenSceneGraph (http://www.openscenegraph.org/).

    We used this in a previous work and it is possible to use OpenGL directly when needed. They also have some python plugins.
  20. I don't know about if there are any real...

    I don't know about if there are any real standards about this in the modeling crew. But I would say, don't use quads, use triangles. Just simply because triangles are plans by nature. Quads might not...
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    I did not read your code, but I'm pretty sure you...

    I did not read your code, but I'm pretty sure you made the right assumption. Just clear the FBO before rendering the new image, just like you clear other buffers.

    See this:...
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    Do you have so many different materials and...

    Do you have so many different materials and textures ? With texture splatting you generally select one texture over several, not over many. And you select it doing a quick test (texture look-up). You...
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    Several things: This won't be helpful....

    Several things:



    This won't be helpful. Draw as few as you can.



    So you mean you bind all your textures at once in many texture units ? A bit like above, don't consume for things you...
  24. These books don't really cover about CAD, but...

    These books don't really cover about CAD, but they helped me in several ways:
    ...
  25. Thread: VBO Usage

    by Silence
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    Well, the last made test is about drawing...

    Well, the last made test is about drawing ellipses. Each ellipse is calculated each frame regarding factors like distance of the camera, and is clipped regarding the frustum.

    So each ellipse...
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