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Type: Posts; User: kingc8

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  1. Replies
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    Ok, so I think I understand it a little more. So,...

    Ok, so I think I understand it a little more. So, glVertexAttrib acts in a sort of Uniform-like way.

    For me, my setup has the bulk of the draw in typically one or two glDrawArray commands.
    ...
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    That's really interesting. I've been reading...

    That's really interesting. I've been reading since yesterday to understand how I can utilise that.

    What do you mean "persist over multiple shader invocations and shader changes." ? Documentation...
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    This is what I suspected. I'm just trying to ease...

    This is what I suspected. I'm just trying to ease the burden on the CPU to somehow avoid respecifying every vertex attribute each frame (where geometry moves, obviously).

    I'm praying that the c++...
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    Ok, an interesting approach, however not...

    Ok, an interesting approach, however not something I would do with it at this point.

    I will continue to investigate.

    I very much appreciate your help. Thank you.
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    I don't know where to begin to implement that. ...

    I don't know where to begin to implement that.

    -Is it reasonable to use a PBO with coordinate transform/translate data from the application, which can be accessed in the vertex shader through a...
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    A replacement for Vertex Attributes

    Hello,

    I would like your advice on a topic.

    !! Warning !! I'm limiting myself to OpenGL 2.1.

    Currently my configuration preloads the VBO with geometry, and the vertex shader moves vertices...
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    Perfect, yes, the vertexpointer offset fixes it...

    Perfect, yes, the vertexpointer offset fixes it just right. Thanks very much.

    I'm going to abandon this approach as i need to have the quads load the unique properties from the Vbo. however...
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    OpenGL 2.1 VertexAttribDivisorARB problem

    Hello,

    I'm using VertexAttribDivisorARB for quad based sprite system.

    I'm using glVertexAttribDivisorARB (VertAttribArray, 6) to have 1 generic vertex attribute distributed to 6 vertex shaders...
  9. The answer was a range conflict between the main...

    The answer was a range conflict between the main 3D DrawArray into the 2D HUD DrawArray range.

    Thanks for your help!!
  10. Why does 2D ortho textured geometry wrap into 3D space crossing 0,0 (top-left)?

    Hello,

    A quick question:

    I noticed that a large textured quad image with the mouse cursor centered on it, seems to wrap into the 3D perspective under it, when crossing the 0,0 in 2D ortho.
    ...
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    Auto-answer. Oh, I had a race condition that...

    Auto-answer.

    Oh, I had a race condition that rendered the glDrawElements before indices had been submitted to the GPU.

    Thanks anyway!
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    Hello, I would like to borrow this thread to...

    Hello,

    I would like to borrow this thread to ask about an issue like this.

    I was successfully using DrawArrays and then changed part of my draw routine so that it used glDrawElements.

    Now,...
  13. glfwInit(); glfwOpenWindowHint(...

    glfwInit();


    glfwOpenWindowHint( GLFW_WINDOW_NO_RESIZE, 1 );


    int ok = glfwOpenWindow(
    ...
    );
  14. Darn. I guess I need to file a bug with the good...

    Darn. I guess I need to file a bug with the good people behind GLFW, unless I'm mis-using their library but I guess that must be it.

    Thanks to Dan and fellow contributors.
  15. Indeed it does appear to be the first non OpenGL...

    Indeed it does appear to be the first non OpenGL 1.1 call. But if you start using newer OpenGL calls, do you need to hint or declare that to OpenGL explicitly?

    I always assumed that before The...
  16. I have tested with both a 2048x2048 DXT5 image...

    I have tested with both a 2048x2048 DXT5 image and a smaller 256x256 DXT5 image.

    T[0].dimensions().x = 256
    T[0].dimensions().y = 256
    T[0].capacity() = 65536
    sizeof(T[0].data()) = 8

    I know...
  17. I saw that thread as I was hunting for answers. I...

    I saw that thread as I was hunting for answers. I dismissed it because I am not allocating NULL data. I am allocating with data retrieved with a GLI DDS image decoder.

    As I said, the texture...
  18. glCompressedTexImage2D seems to cause segfault.

    Hello everyone,

    My main program is a VBO based fixed function OpenGL application.

    When I use glCompressedTexImage2D, everything works perfectly.

    However, I was working on a tool which uses...
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    Oh yes, that works! Thanks Dan! .. and thanks...

    Oh yes, that works! Thanks Dan!

    .. and thanks to the other contributors for your feedback.
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    Ok, imagine the camera has a location of 0,20,20...

    Ok, imagine the camera has a location of 0,20,20 and we are looking directly at the Origin (0,0,0), so we're approximately looking at 45 degrees towards the Z plane which is treated as the ground,...
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    Thanks, but I understand that already. What I...

    Thanks, but I understand that already. What I would like to do with that ray is find out where the Z plane (Z origin, Z zero) is within the zNear (0) and zFar (1) viewing area.
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    OpenGL has changed completely over the recent...

    OpenGL has changed completely over the recent years.

    However, to *teach* OpenGL, I would recommend starting with an OpenGL 1.2 example program with GLUT. Then, replace the gl_begin and gl_end...
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    gluUnProject without glReadpixels

    Hello,

    I have a quick question for you experts.

    I'm using gluUnProject, which is great. And commonly people would use glReadPixels with the GL_DEPTH_COMPONENT to find the viewing volume z value...
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    Re: Why does FBO clip above ortho 0,0?

    Thanks for your help.

    In my experience, I mean I'm not an expert here, but if you render your 2D scene into an FBO (or perform a glSubTex on the screen buffer) unless you flip your glOrtho, the...
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    Why does FBO clip above ortho 0,0?

    Hello,

    I have a question about the way the FBO clips the visible scene.

    I'm using glOrtho for 2D and using render-to-texture with FBO. Since the FBO is upside-down and reversed, I draw all...
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