Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: dukey

Page 1 of 11 1 2 3 4

Search: Search took 0.02 seconds.

  1. Thread: Quadro bug

    by dukey
    Replies
    3
    Views
    299

    Hi Dark Photon, thanks for the reply. That...

    Hi Dark Photon, thanks for the reply.


    That was my guess. Perhaps it was somehow flushing the TCP buffer. Normally receiving TCP is not time dependant. UDP will just throw packets away if the...
  2. Thread: Quadro bug

    by dukey
    Replies
    3
    Views
    299

    Quadro bug

    I have a program that streams 3d data over network, and then renders it. I have this inexplicable problem where only on quadro cards, as soon as I render a few frames of data, the network connection...
  3. Replies
    9
    Views
    2,693

    Just cache the values you use, no need to create...

    Just cache the values you use, no need to create 2 million textures.
  4. Replies
    9
    Views
    2,693

    The windows API predates modern unicode, so 2...

    The windows API predates modern unicode, so 2 byte chars are what we are stuck with.
  5. Create 2 opengl windows with a shared context,...

    Create 2 opengl windows with a shared context, then just render the first window to a texture so you can draw on the second. You'll need to disable vsync on the second window or draw to the front...
  6. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,757

    In task manager the working memory set was...

    In task manager the working memory set was pushing 1gig. I could see the memory increase x amount as i clicked on another tab to draw more windows.
  7. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,757

    Okay I wrote the gui using multiple windows....

    Okay I wrote the gui using multiple windows. Paints about 32 small windows with opengl, each with it's own context. On my nvidia machine, the process usage is about 50meg for the whole app. On my ati...
  8. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,757

    The 'os' windows I want to be physically separate...

    The 'os' windows I want to be physically separate inside the program. I could fake it somehow filling in the gaps but would prefer not to do that.
  9. Thread: Multiple windows

    by dukey
    Replies
    5
    Views
    1,757

    Multiple windows

    Maybe a stupid question .. but I am thinking of writing a new app. But I would want something like 20 small double buffered opengl windows. With swap buffers and a 60hz refresh rate if I drew to them...
  10. Replies
    0
    Views
    732

    Pointer alignment

    I am sending some opengl commands over a network. Anyway when I unpack them from memory the pointers to the start of chunks of memory might not be DWORD aligned.

    For functions like...
  11. Draw pixels is generally pretty slow. Just create...

    Draw pixels is generally pretty slow. Just create a texture with the text on it. You can do this from the swap buffers function. Give it a random texture ID, instead of using an auto generated one....
  12. perhaps quad buffer only works in fullscreen mode...

    perhaps quad buffer only works in fullscreen mode ..
  13. Replies
    0
    Views
    1,672

    wglSwapMultipleBuffers

    I just found this function in the header files.
    Why is it undocumented ? Does it work ? I assume it works like nvidia swap groups
    anyone tried this thing ?
  14. Replies
    3
    Views
    1,572

    Just render the scene twice. It's the easiest way.

    Just render the scene twice. It's the easiest way.
  15. Thread: GLdouble

    by dukey
    Replies
    3
    Views
    5,588

    GLdouble

    Does anything in opengl work with double precision ?
    Ie if you load a matrix using glLoadMatrixd

    would it just internally be converted to a float matrix instead of double ?
  16. Replies
    4
    Views
    2,579

    I would assume depthrange would only work between...

    I would assume depthrange would only work between the values of 0 - 1
  17. Replies
    4
    Views
    3,544

    The reason people use typedefs is if you compile...

    The reason people use typedefs is if you compile your code on other platforms. For example int on 64bit platform could be 64bit. Instead of changing every instance of int in your code to a 32bit...
  18. Replies
    2
    Views
    2,180

    change to this should work .

    change to



    this should work .
  19. Replies
    7
    Views
    3,653

    glOrtho...

    glOrtho
    http://msdn.microsoft.com/en-gb/library/windows/desktop/dd373965%28v=vs.85%29.aspx
  20. Replies
    7
    Views
    3,653

    This function sets the near and far clipping...

    This function sets the near and far clipping planes -1 and 1.

    So your values of
    (y+8 )*-1);
    are draw outside the viewing frustum
  21. Replies
    4
    Views
    11,703

    maybe you want GL_LINE_STRIP

    maybe you want
    GL_LINE_STRIP
  22. Replies
    6
    Views
    3,516

    glDrawBuffer(GL_FRONT); // draw some stuff ...

    glDrawBuffer(GL_FRONT);

    // draw some stuff

    glFlush();

    glDrawBuffer(GL_BACK);
  23. if they map to the same z range, and depth...

    if they map to the same z range, and depth testing is enabled they will intersect
  24. Replies
    6
    Views
    3,516

    actually in the good ol' days people simply did...

    actually in the good ol' days people simply did the rubber banding on the front buffer. No need for the copy to back buffer, and then another buffer swap. It was easy to undo as well as you just draw...
  25. Replies
    5
    Views
    2,453

    you can continue to use display lists forever if...

    you can continue to use display lists forever if you are just using opengl 1-2
Results 1 to 25 of 258
Page 1 of 11 1 2 3 4