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Type: Posts; User: mireazma

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    Thank you both for help. and this wraps it up....

    Thank you both for help.

    and this wraps it up.

    I did the math on several images both photos and gradients and using paletted textures turns out to be an efficient kind of compression (~1.4:1)...
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    use a custom color paletted texture

    Hello.
    Is there a built-in feature of OpenGL 3.3+ to draw a paletted texture?
    From Google I found an old page specifying an extension.
    Ideally I'd draw a custom palette (arbitrary number of bits,...
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    Ok, after hours of checking and reading I...

    Ok, after hours of checking and reading I discovered that the effing triangle was drawn there all along! It was a black tri on a black background. This I never expected since in the fragment shader I...
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    Right! Each attribute starts once every 5 floats...

    Right! Each attribute starts once every 5 floats :doh:
    Man, this is one of those times when no matter how many bugs you solve, you find one more and after solving it, the app implacably keeps being...
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    Thanks. It doesn't show the exception but it...

    Thanks. It doesn't show the exception but it doesn't show anything on the screen either. I was expecting a triangle on the right half of the screen...
    EDIT:
    Just to rule out the shaders:
    Vertex...
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    unhandled exception

    Hello.
    I'm simply trying to draw 1 triangle with a mixed VBO like this:


    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);

    static const GLfloat vrtClrB[] =
    {
    0.0f, 0.0f, 0.3f, 0.1f,...
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    I feel like I was born in a jungle and then saw...

    I feel like I was born in a jungle and then saw civilization :)

    Yes.
    Now I do understand. Both about the format and the memory allocation.

    Thank you again and I forgot to thank GClements first...
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    I'm doing it the wrong way. I'll stick to floats...

    I'm doing it the wrong way. I'll stick to floats then.

    I'm not aware of the inner working of the openGL/client but what I meant was when you create for instance a vertex buffer as an array in the...
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    Thank you again. Yes, I meant 8 bit unsigned...

    Thank you again.
    Yes, I meant 8 bit unsigned (from your link, GL_UNSIGNED_BYTE) and I wrote GL_UNSIGNED_SHORT.

    About padding, I speculate: the shader works with power of 2 sized memory blocks...
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    Thank you for staying with me so far. Yes, I'm...

    Thank you for staying with me so far. Yes, I'm confused indeed. I want neither more nor less than to draw a point and use a simple way to input its color into the shaders (varying/uniform?) in the...
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    What I'm trying to do is draw some (upscaled)...

    What I'm trying to do is draw some (upscaled) points of different colors at random coords on the screen and I thought specifying each point's color through vertex attributes i.e. triplets of unsigned...
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    Thank you for the detailed explanation and...

    Thank you for the detailed explanation and references!
    From what you're saying and from what I've read in the articles, I came to the conclusion that it's best for me to use GL_RGB8UI constant but I...
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    color channel: float and 8 bit

    Hello there.
    I've seen that the color to go into the shaders was specified as a vec3 so 3 floats for each RGB channel.

    1. Isn't this a waste of memory? Is the hardware driver really using the...
  14. Now I understand. Thanks again.

    Now I understand. Thanks again.
  15. I appreciate you helping me again. By mipmap...

    I appreciate you helping me again.
    By mipmap economy I mean the fact that adding mipmaps to a 3 channel texture, the whole set of all sized mips fits "economically" into the size of a channel, hence...
  16. Thanks for the explanations. Yes, I meant...

    Thanks for the explanations. Yes, I meant constant color but I was biased by cases like UV maps where there's "empty" space around useful texels rgba(0, 0, 0, 0) :)
    Now it follows that I'd should...
  17. efficiency of compressed textures and mipmaps (2 different questions)

    Hello there.
    I've read about different compression formats out of which I came to prefer s3tc and etc (maybe astc but it's a bit slower at real-time decompression). Now I wonder for each of them how...
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    Thank you for clarifying. Now I understand what's...

    Thank you for clarifying. Now I understand what's going on and when. If I got it right:
    Although I have 2 triangles, the key is having the same, quad texture to "cover" them.
    The interpolation is...
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    Thanks for the answer. I'm trying to figure out...

    Thanks for the answer. I'm trying to figure out when filtering is done. You want to say that filtering is done per object? Or as (invisible) extra postprocessing passes on the color buffer?
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    filtering and 2-triangle quad

    Hello.

    What happens with filtering at the edge of a triangle?
    When rendering a quad made of 2 triangles with filtering, be it of whatever type, I suspect each triangle is filtered independently...
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    Thank you, I guess I'm going to do it manually.

    Thank you, I guess I'm going to do it manually.
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    access x, y, z after transformations?

    At first I took it for granted but it turned out I don't have access to x, y and z directly for a model, after I draw it at some coordinates resulted from a series of rotatef()/translatef()...
  23. I'm asking for not-faceted models guidance

    Hello there.
    I'm aware that it's a broad matter that can hardly fit in a topic but I appreciate any help of any kind, be it related to math, design, programming etc.

    I'm looking for a way to...
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    Thank you.

    Thank you.
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    extra vertices in vertex shader

    I'll try to be as clear as I can to be easily understood.

    I know that by means of certain variables passed from vs to fs values are interpolated so each fragment gets the appropriate ones (like...
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