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Type: Posts; User: john_connor

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  1. Replies
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    i'd start it this way: 1. draw 1 point at (0, 0,...

    i'd start it this way:
    1. draw 1 point at (0, 0, 0)

    glDrawArrays(GL_POINTS, 0, 1);

    2. draw 5 points at (0.0, 0, 0), (0.1, 0, 0), ... (0.4, 0, 0) to check if you've correctly setup the instance...
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    and what is "cubeData" ? a pointer ? you may want...

    and what is "cubeData" ? a pointer ? you may want to upload more than 4 (32bit) or 8 (64bit) byte into the vertexbuffer ...
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    the skeletal stuff works fine, i replaced the...

    the skeletal stuff works fine, i replaced the array nonsense by a hierarchical scene graph (a node, containing pointers to dynamically allocated child nodes). what still doesnt work is "skinning"...
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    thanks for clarifying ... wasnt sure about that...

    thanks for clarifying ... wasnt sure about that (i always link statically if possible ;))
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    glew, glfw and freeglut come each with a static...

    glew, glfw and freeglut come each with a static and a dynamic library (these are different files!). if you use the static version of glew you have to define GLEW_STATIC before including <GL/glew.h>....
  6. opengl "runs" parallel to your cpu (that is on...

    opengl "runs" parallel to your cpu (that is on the gpu) and you can avoid syncronising cpu <--> gpu by doing a read-back into an unused buffer (GL_PIXEL_PACK_BUFFER) while your cpu does other things...
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    error checking is crucial, i dont see that in...

    error checking is crucial, i dont see that in your code
    https://sites.google.com/site/john87connor/other/error-check

    having a GL debug context can help you much more because instead of simple...
  8. read this:...

    read this:
    https://www.khronos.org/opengl/wiki/GLAPI/glDrawArraysInstancedBaseInstance



    no.

    you surely know what glDrawArrays(...) does.

    glDrawArraysInstanced(...) does the same, but...
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    me neither ... so lets guess: what are the...

    me neither ...

    so lets guess: what are the "symptoms" ? whats not working ? is your cube/rectangle completely black or what color has it ? in case it is black, replace the fragmentshader output...
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    i dont see anywhere what "Texture::Bind(0)"...

    i dont see anywhere what "Texture::Bind(0)" actually does.

    //Draws the mesh.
    void Mesh:Draw()
    {
    glBindVertexArray(_VAO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _EBO);
    ...
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    could you post some actual code here that shows...

    could you post some actual code here that shows your problem ?
  12. layout (std430, binding = 1) buffer...

    layout (std430, binding = 1) buffer POINTLIGHTBLOCK {
    PointLight mypointlights[]; /* unsized array */
    };

    /* create your pointlight buffer "mypointlightbuffer" here */...
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    unsigned int face[9]; int matches = fscanf(file,...

    unsigned int face[9];
    int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &face[0], &face[1], &face[2],
    &face[3], &face[4], &face[5],
    &face[6], &face[7], &face[8]);...
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    class UI_Element { private: UI_Element*...

    class UI_Element
    {
    private:
    UI_Element* m_parent = nullptr;
    std::vector<UI_Element*> m_children;

    public:
    virtual ~UI_Element() { for(auto& element : m_children) delete element; }
    virtual...
  15. another way to get around these problems is to...

    another way to get around these problems is to strictly avoid allocating objects/handles within any (helper) functions, most of the time shader objects arent needed after the corresponding program...
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    is there a reason why you dont use a shader...

    is there a reason why you dont use a shader storage buffer instead of the texture ? you have a 8x8 matrix, each element is ui64vec4[3], so i'd try to use:
    layout (std430, binding = 1) buffer...
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    take a look at any recent "first-triangle" demo...

    take a look at any recent "first-triangle" demo code (that uses openGL 3.3 or a newer version)
    https://www.khronos.org/opengl/wiki/Buffer_Object
  18. no, you can do it however you want. the...

    no, you can do it however you want.

    the broader question is:
    --> how can i represent "orientations" in 3D space?

    and then:
    --> how do i generate transformation (to place objects) or view...
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    what is more likely: those files are just source...

    what is more likely: those files are just source code




    not necessarily, by default, visual studio does:

    project folder\project name\...here your files...
    project...
  20. opengl only renders "primitives", not "vertices"....

    opengl only renders "primitives", not "vertices". for example, GL renders a triangle if you provide 3 vertices. your 3D mesh ("chunked" together or not) has to be made up of triangles, or other...
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    actually, glDrawArrays(...) "knows" nothing, it...

    actually, glDrawArrays(...) "knows" nothing, it just invokes the vertex shader. for each vertex shader invocation, the vertex data gets pulled into the vertex shader according to what the vertex...
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    the first suggestion uses OBJECT_COUNT x...

    the first suggestion uses OBJECT_COUNT x glBufferSubData, the latter just 1 x glBufferSubData function call(s), therefore put the data first into a c++ vector before uploading it. and have a look at...
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    you may want to check that out:...

    you may want to check that out:
    https://www.sfml-dev.org/documentation/2.4.2/classsf_1_1RenderStates.php...
  24. strategy for glMakeTextureHandleNonResidentARB(...)

    hi,

    i've just read about how to use GL_ARB_bindless_texture, he key is to make a texture "resident" before using it in shaders. "resident" means that it is on the "server-side" memory (gpu). i...
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    somehow like this: /* describe the current gl...

    somehow like this:

    /* describe the current gl state completely */
    struct RenderState
    {
    GLuint program_used, vao_used, xfb_used, etcpp;
    bool depth_testing, culling, wireframe_mode,...
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