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  1. GCC (or clang) lets you specify additional linker...

    GCC (or clang) lets you specify additional linker input directories using the "-L" option in the form of "-L<path>".
  2. Is the library location (/usr/lib/i386-linux-gnu)...

    Is the library location (/usr/lib/i386-linux-gnu) set by a repository package or did you manually move it there?

    Have you looked inside that directory and tried to set the linker path for the...
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    How do you compute the projection matrix?

    How do you compute the projection matrix?
  4. "left multiplying" a vetor with a matrix is when...

    "left multiplying" a vetor with a matrix is when I write the vector to the left of the opartor and the matrix to the right.
    In this case, the vector must be a row vector and the result is a row...
  5. You need to perform the following steps: ...

    You need to perform the following steps:


    Learn the programming language used in this program
    Learn OpenGL(R)
    Read the code


    "Here have some code, explain it to me" won't work. Even...
  6. How the vectors are stored in memory and how they...

    How the vectors are stored in memory and how they are accessed is irrelevant.

    GLSL interprets the vec2, vec3 and vec4 data types as column vectors.

    Try it out. If you flip it around, your...
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    Do you mean that nothing is drawn or that the...

    Do you mean that nothing is drawn or that the color is not the one you want?

    Also, (0.0,1.0,1.0) is more turquoise than blue.
  8. No. Since v_position is a column vector, we...

    No. Since v_position is a column vector, we right-multiply it with the matrix. If it was a row vector, we would left multiply it with the
    transpose matrix, to get the transpose of the result (i.e....
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    Your shader sources are probably empty because of...

    Your shader sources are probably empty because of this:


    void parse_file_into_str(const char* file_name, std::string shader_str)
    {
    std::ifstream file(file_name);
    while (file.good())
    ...
  10. This is probably the simplest vertex shader...

    This is probably the simplest vertex shader applying a transformation:


    #version 330

    uniform mat4 matrix;

    layout(location=0) in vec4 V_POSITION;

    void main( )
  11. As has been suggested to you many times before:...

    As has been suggested to you many times before: Read a beginner tutorial.

    You need to get at least some basic knowledge of linear algebra.

    Rotating a vector around the origin is a linear...
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    AFAIK older versions (and compatibillity profile)...

    AFAIK older versions (and compatibillity profile) did support color index mode and color index textures, but current, core profile GL
    does not support that anymore.

    But it can be easily emulated...
  13. Thread: xz-plane Grid

    by Agent D
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    2
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    271

    Simple: Draw a bunch of lines. Similar to drawing...

    Simple: Draw a bunch of lines. Similar to drawing triangles, except you use the GL_LINES mode instead of GL_TRIANGLES.

    Use a simple vertex shader that only applies a transformation and a fragment...
  14. If you do not intend to do any mesh processing or...

    If you do not intend to do any mesh processing or collision detection, etc..., keeping track of faces or other high level topology data
    is completely useless overhead.

    As long as you only want to...
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    Considering your use case, why don't you simply...

    Considering your use case, why don't you simply use a textured rectangle? You draw stuff locally in memory and update portions of
    the texture that change. You use nearest-neighbour sampling for the...
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    First of all, if you want "big pixels", why don't...

    First of all, if you want "big pixels", why don't you use "big pixels" by switching to a lower resolution?

    Second, your memory usage could be improved by using an indexed rendering, i.e. you have...
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    You need to install the drivers for your graphics...

    You need to install the drivers for your graphics card.

    In your screenshot, it says "OpenGL 1.1 (GDI Generic with 2 ext.)". This is the default, built in, fallback software driver
    that Windows(R)...
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    First of all, you have to find out what you are...

    First of all, you have to find out what you are actually trying to accomplish. I can't think of any application that will ever need all unicode code points at the same time.

    If you want to use...
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    muthuveera, you might want to re-read the...

    muthuveera, you might want to re-read the original post that startet this thread.

    The function you pasted here uses deprecated glBegin/glColor/glVertex/glEnd calls and the circle it produces is...
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    You have to understand how the processor...

    You have to understand how the processor architecture that this is run on works. Branches in general are very bad for performance.

    Shader executions are basically divided into groups, where each...
  21. What problem? This function call binds "position"...

    What problem? This function call binds "position" to vertex attribute array 0. Above you configured the vertex attribute 0 to be read from the specifed VBO.


    There is your problem. You are not...
  22. That doesn't make sense. Scaling means...

    That doesn't make sense. Scaling means multiplying it by some factor. That is something completely different than moving one corner.

    What I had in mind was something like this:

    struct
    {
    ...
  23. First of all, that code shouldn't even compile....

    First of all, that code shouldn't even compile. You have a function declaration inside your OnMouseClick function.

    Second, what was that code intended to do? Scale the polygon when the mouse...
  24. And you think a magic, pre-packaged IDE is a good...

    And you think a magic, pre-packaged IDE is a good solution? That's one of the things I absolutely hated in electronics engineering. Almost every microcontroller vendor seems to think like that.
    "You...
  25. This sounds like your implementation does not...

    This sounds like your implementation does not support OpenGL(R) 3.2.

    No.[/QUOTE]
    We have the GLFW source code. Of course we can debug it and step into glfwCreateWindow. But I don't think that...
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