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  1. First step would be to websearch for your error...

    First step would be to websearch for your error message and see if you can find any tips that way. You've probably already done that as have I.

    Next: I'd post a question to the Imagination...
  2. See glBlendFunc...

    See glBlendFunc. Specifically, the SRC_COLOR blend functions. You can play with this here:

    * http://www.andersriggelsen.dk/glblendfunc.php

    That said you could also write a shader, populate...
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    Ok, good. Yeah, you can use whatever kind of...

    Ok, good. Yeah, you can use whatever kind of uniform storage you want to pass this into the shader (textures, simple uniforms, buffers, etc.) Since you'll be changing it potentially every frame for...
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    Having the light where the camera is all the time...

    Having the light where the camera is all the time won't be too useful - shadows will always be behind objects from the vantage point of your camera.

    OTOH, if you want your light to be always at a...
  5. Are you getting any other errors on adjacent...

    Are you getting any other errors on adjacent lines? For instance:


    PVR:(Error): glBufferData: Can't allocate memory for object [786, /bufobj.c]

    According to:

    *...
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    Septimra, it would help motivate your question if...

    Septimra, it would help motivate your question if you'd detail your requirements and how you plan (algorithmically) to implement skeletal animation on the GPU before we start debating whether GL...
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    Delphi 7 was released in 2002. Check the docs on...

    Delphi 7 was released in 2002. Check the docs on your Delphi package. If no hits there, you're going to have to search around on the net and see if you can find anything useful for it 13 years...
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    Yep, absolutely! Rastergrid's articles on this...

    Yep, absolutely! Rastergrid's articles on this topic (link and link) are very useful to get your mind into the concept and introduce the basic technique. But you can use other GL features to...
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    Couple ideas: Look for drivers on your laptop...

    Couple ideas: Look for drivers on your laptop vendors' web site, websearch "nvidia quadro fx2500m windows drivers", or post on nvidia's driver forum asking about drivers.
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    Pick the one for Quadro FX 2700M. My guess us...

    Pick the one for Quadro FX 2700M. My guess us that driver will be compatible with your GPU.
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    You didn't actually ask a question.

    You didn't actually ask a question.
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    Download them from nVidia. Websearch "nvidia...

    Download them from nVidia. Websearch "nvidia download" and the link should come right up.

    Also, don't cross post.
  13. Yep. Websearch intel iris deferred and you'll...

    Yep. Websearch intel iris deferred and you'll see what Intel recommends you do. It's not multipass additive blending. The issue likely is that you're using an integrated GPU which has a tiny...
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    Consider using transform feedback and a geometry...

    Consider using transform feedback and a geometry shader with selective emission to do your instance culling on the GPU. With this approach, your geometry shader basically becomes the "instance...
  15. I feel your pain! Here are a few posts I made a...

    I feel your pain! Here are a few posts I made a while back that might point you to a few good sources you can use to spin up on skeletal: link 1, link 2. See also the next post under the 2nd link...
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    Do a: * nm -Do /usr/lib64/libGL.so* | grep...

    Do a:

    * nm -Do /usr/lib64/libGL.so* | grep glXSwapInterval

    I suspect you're going to need glXSwapIntervalEXT. You should check for the presence of the extension too: EXT_swap_control

    As...
  17. Why 4? It's a balance between minimizing space...

    Why 4? It's a balance between minimizing space and what's generally useful in practice. You need more than 1 for blending influences from multiple joints, 2 usually isn't enough, and 4 is often...
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    You might try just rendering the texture...

    You might try just rendering the texture coordinate UVs into your color channels (e.g. into red and green). That might help diagnose whether it is the texture that's the problem or the texture...
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    Have you tried removing modelScale from your...

    Have you tried removing modelScale from your modeling transform?
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    Yes, it should work, but I wouldn't expect good...

    Yes, it should work, but I wouldn't expect good performance from this.

    Inherently, GPUs can only service rendering for only one context at a time. If you've got multiple contexts all blasting to...
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    You're going to have to provide more detail than...

    You're going to have to provide more detail than that.

    How are you rendering the character? What have you tried to diagnose this problem? With what results? If you know the problem is in one...
  22. With EGL for a window system layer, are you...

    With EGL for a window system layer, are you really using OpenGL or OpenGL ES?
    Are you sure you're running OpenGL 1.3? That's ancient.
    What GPU and GPU GL driver version do you have installed? ...
  23. You might check out this old thread (first hit on...

    You might check out this old thread (first hit on a web search of "glut multi-window"):

    * https://www.opengl.org/discussion_boards/showthread.php/140695-Multiple-windows-with-GLUT-tutor
    ...
  24. Please use ... or ... blocks around your source...

    Please use ... or
    ... blocks around your source code as it makes them easier to read (note you can use "glsl" instead of "cpp" for shader source). I've added that for you.


    As to your problem,...
  25. How about a picture? A short test program that...

    How about a picture? A short test program that illustrates the problem would help as well.

    If you don't have one, trying to isolate your problem into one will help you nail down the problem, as...
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