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  1. Search for "depth sprite".

    Search for "depth sprite".
  2. You should learn about scope of variables...

    You should learn about scope of variables.
    And also about setting breakpoints and examining memory.
  3. If you want to copy A to B, try...

    If you want to copy A to B, try glBlitFramebuffer.
    If you want to render A's content directly to B in the first place (and never create A), use glViewport. The viewport doesn't clip (#10), so you...
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    You need a debugger...

    You need a debugger where you can set breakpoints and view variables.
  5. How are you ensuring...

    How are you ensuring that your VBO modifications on the worker thread are visible to the main thread?
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    4.1 actually, if the app figures out how to...

    4.1 actually, if the app figures out how to request core profile.
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    You could set a breakpoint on all of the API that...

    You could set a breakpoint on all of the API that can modify the VAO.
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    The semantics are spelled out in recent versions...

    The semantics are spelled out in recent versions of the specification. See "Determining Completion of changes to an object" in GL4.5.

    TLDR; you don't need sync objects, the producer must flush,...
  9. Yeah, that looks broken. Update to whichever...

    Yeah, that looks broken.

    Update to whichever newest OSX version your Hackintosh can run...?
  10. Show your code. For example: GLint...

    Show your code. For example:

    GLint maxCombinedUnits, activeUnit;
    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxCombinedUnits);
    printf("%s %s: %d\n",...
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    It's not implied. It's explicitly documented as...

    It's not implied. It's explicitly documented as such, in the specification's state tables for TEXTURE_BINDING_xD.

    It's legal to bind a texture of every target to the same unit. Prior to shaders,...
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    But if you use glGetError() you'll see that your...

    But if you use glGetError() you'll see that your draw call is broken in your new code. Because you changed it to draw GL_LINES, but your geometry shader expects GL_POINTS. Mismatched primitive...
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    A few different problems: 1) you're using...

    A few different problems:

    1) you're using constants that are only valid in GL3, in a GL2 context.
    GL_GEOMETRY_INPUT_TYPE != GL_GEOMETRY_INPUT_TYPE_EXT
    GL_GEOMETRY_OUTPUT_TYPE !=...
  14. What Alfonse means is: the ES3 GLSL spec says...

    What Alfonse means is: the ES3 GLSL spec says that sampler2D defaults to "lowp" precision, so unless you explicitly declare it "highp", you shouldn't expect to get a 32-bit float.

    (And if you're...
  15. All iOS devices (starting with the SGX 535 in...

    All iOS devices (starting with the SGX 535 in iOS4) support sampling from 32-bit floating point textures, via OES_texture_float in ES2 and inherently in ES3.
    They do not, however, support filtering...
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    There is an extra ); at the end of your shader...

    There is an extra ); at the end of your shader which will fail compilation, and link, and draw. Checking for errors or compiler logs would catch this.

    Otherwise, your code works as expected here...
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    That might happen if you are using a library that...

    That might happen if you are using a library that sets up GL function pointers for you, like GLEW, and it incorrectly uses glGenVertexArraysAPPLE() instead of GenVertexArrays().

    Set breakpoints on...
  18. You haven't explained how you get "black". Via...

    You haven't explained how you get "black". Via glReadPixels? Or via a sampler? When you change from 2D to 2D_ARRAY, you'll also need to change all your samplers.
  19. Yes, of course practical concerns will end up...

    Yes, of course practical concerns will end up dictating where to spend engineering resources. And the efficiency of the implementation will affect the success of the resulting product.

    I was...
  20. Of course you can. Remember the ATI Rage 128, or...

    Of course you can. Remember the ATI Rage 128, or the Intel GMA 950? Millions of customers bought products with those OpenGL-complaint GPUs. And they didn't implement any of the TCL portion of the...
  21. This is is dangerous misconception. You can...

    This is is dangerous misconception.

    You can implement OpenGL in software, on any CPU architecture. So, the hardware "requirements" are nothing more than the basic requirements of any computing...
  22. * In the code you pasted, you haven't enabled any...

    * In the code you pasted, you haven't enabled any vertex attributes, thus no attributes will be fetched, thus your VBO is ignored. In a compatibility profile context, this means your draw call should...
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    OSX...

    OSX supports GL3.3 on that Geforce 9400.
  24. You're clamping to a border color... and creating...

    You're clamping to a border color... and creating a texture with border texels?

    Try not using border texels.
  25. So, yeah. You're running into "stupid coordinate...

    So, yeah. You're running into "stupid coordinate system tricks". Consider these two bits of info:

    1) GL prefers the mathematical "bottom left" origin, while practically every other image API,...
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