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Type: Posts; User: mhagain

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  1. The Intel is a shared memory architecture; in...

    The Intel is a shared memory architecture; in general you can expect differrent performance, yes.


    Define "waste memory", please. This is something we see a lot of; people can be reluctant to...
  2. For problem 1, "UBO with glBufferSubData is...

    For problem 1, "UBO with glBufferSubData is extremely slow", performance will heavily depend on how often you update your UBO(s).

    Generally speaking, there are three main update strategies you can...
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    glm::rotate is defined such that the angle and...

    glm::rotate is defined such that the angle and axis use the same base type; so assuming that glm::vec3 is a vector of 3 floats, then the angle must also be a float.

    What your compiler is telling...
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    GLEW source code and compiling instructions are...

    GLEW source code and compiling instructions are available - you can easily compile it yourself.
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    glTexImage requires to allocate memory in order...

    glTexImage requires to allocate memory in order to store texture data, and because of OpenGL texture completeness rules and the way the old (mutable) texture specification API works textures cannot...
  6. The BMP format requires row width to be a...

    The BMP format requires row width to be a multiple of 4 bytes.
  7. You also need to consider that indexing allows...

    You also need to consider that indexing allows you to reduce draw calls by concatenating primitives, which is almost certainly guaranteed to be a net performance gain in spite of increased memory...
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    The Intel HD 3000 doesn't support higher than...

    The Intel HD 3000 doesn't support higher than OpenGL 3.1; there is no upgrade option; you may get a newer driver but your graphics hardware will limit the GL version you can use.

    It's also a very...
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    When creating your projection matrix what values...

    When creating your projection matrix what values do you use? This is the kind of undefined behaviour that might happen if you had a near flipping plane of 0.
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    Doesn't matter what directory your CPPs are in,...

    Doesn't matter what directory your CPPs are in, it's the directory your executable is in that's important.
  11. Firstly, the OP is using OpenGL ES, not OpenGL,...

    Firstly, the OP is using OpenGL ES, not OpenGL, so it's a different specification and rules that are applicable to OpenGL may not apply here.

    From the OP's code it's OpenGL ES 2, so let's look at...
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    "I have every intention of patenting my stuff but...

    "I have every intention of patenting my stuff but I want you to freely share your stuff with me". Yeah, that's gonna fly.
  13. Yes, this is what Safe Mode does and you really...

    Yes, this is what Safe Mode does and you really should have said that in your original post.

    No, there is no "bypass" for this. Safe Mode is intended to be used as a troubleshooting mode and...
  14. What happens if you remove your logging? Hitting...

    What happens if you remove your logging? Hitting the disk for each object drawn is never going to be fast; that's the first thing I'd consider.
  15. Did you test it with 1 triangle or with 100000...

    Did you test it with 1 triangle or with 100000 triangles?
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    The glUniform1i call is nothing to do with which...

    The glUniform1i call is nothing to do with which texture is bound. It's used for associating a texture unit with a sampler uniform. So changing the bound texture has no effect on it, and you...
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    A couple of observations. Firstly, it's common...

    A couple of observations.

    Firstly, it's common enough for memory usage to gradually increase to a point, then level off and not increase any more. If you haven't run your program long enough to...
  18. The vertex shader is the same for both cases.

    The vertex shader is the same for both cases.
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    What graphics hardware have you?

    What graphics hardware have you?
  20. You're almost there. First, some history and...

    You're almost there.

    First, some history and terminology. Once again, how this works has evolved over the years and over different OpenGL versions.

    Way back at the dawn of time there was what...
  21. Thread: Glad?

    by mhagain
    Replies
    6
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    330

    Extension loading is just extension loading. I...

    Extension loading is just extension loading. I personally use GLEW but there's no specific reason for that other than it's what I've always used. If GLAD does the job and if you like the way it...
  22. There is no opengl.lib, whether 32-bit or 64-bit....

    There is no opengl.lib, whether 32-bit or 64-bit.

    You get OpenGL headers and libraries by installing a development environment; Visual Studio, MinGW, whichever.
  23. Thread: Glad?

    by mhagain
    Replies
    6
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    330

    GLAD is just an extension loading library. While...

    GLAD is just an extension loading library. While I haven't personally used it, I see no reason why it can't be swapped out with your own preferred extension loading library without being too...
  24. The answer is "yes" and "yes". For the first...

    The answer is "yes" and "yes".

    For the first case you just need a glBindBuffer with the appropriate buffer object before each glVertexAttribPointer call.

    For the second case you would need to...
  25. Big triangle: glBegin (GL_TRIANGLES); glVertex...

    Big triangle:
    glBegin (GL_TRIANGLES);
    glVertex (0,0,0);
    glVertex (100,100,0);
    glVertex (200,0,0);
    glEnd ();
    Small triangle:
    glBegin (GL_TRIANGLES);
    glVertex (0,0,0);
    glVertex (1,1,0);
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