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Type: Posts; User: Alfonse Reinheart

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    I'm more perplexed by the fact that you are using...

    I'm more perplexed by the fact that you are using multiple OpenGL contexts for this. You shouldn't use multiple contexts just to have different views of a scene.
  2. Actually, it is. Well, maybe. The spec says: ...

    Actually, it is. Well, maybe.

    The spec says:



    What is not mentioned is whether these "different fragments" are in the same rendering call or not. If the scope of the uniformality is only...
  3. You don't "send" a color attachment to a shader....

    You don't "send" a color attachment to a shader.

    It's not clear what part you're having trouble with. Do you know how to use a texture with a shader at all? Do you know how to use a texture with...
  4. Well, since you put that texture there, I assume...

    Well, since you put that texture there, I assume you know what texture it is. So just use that texture with a sampler in your shader. Just like normal. The only special thing you need to make sure of...
  5. vec4 pixel = (haveTexture==1) ? gl_Color *...

    vec4 pixel = (haveTexture==1) ? gl_Color * texture2D(texture, gl_TexCoord[0].xy) : gl_Color;

    This texture lookup happens in non-uniform control flow. That leads to undefined behavior.

    You need...
  6. If you have a number that goes from [0, size],...

    If you have a number that goes from [0, size], and you multiply it by -1, then you get numbers on the range [-size, 0]. Therefore, if you divide this by size, you get [-1, 0]. Which is clearly not...
  7. Are you trying to apply a sequence of fragment...

    Are you trying to apply a sequence of fragment shader processes to an image, such that each FS operates on the results of the prior FS? If that's the case, then you're effectively talking about doing...
  8. A more explicit description of VAO state...

    A more explicit description of VAO state can be found on the OpenGL Wiki. It covers all of the VAO's state, as well as the functions that modify it.
  9. That's close to how it works...

    That's close to how it works, but not exact. The output color index indexes into the array of draw buffers that is part of the framebuffer state. So you need to set both the output indices and the...
  10. It should also be noted that image load/store...

    It should also be noted that image load/store isn't really about "optimizing" anything. Sure, there are ways you could use it in some instances to make certain things faster. But it's much more about...
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    I'm not sure what the answer to this question...

    I'm not sure what the answer to this question would mean for you. What does it matter if some game engine uses 5 shaders or 5000?

    Engines use however many shaders they need to in order to do what...
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    No; I'm completely serious. Each line in those...

    No; I'm completely serious. Each line in those functions maps to the corresponding operation in your list. It's a direct, 1:1 mapping; it shouldn't be hard to work it out.

    If you are unable to...
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    Yes, that was a typo; it is supposed to be b =...

    Yes, that was a typo; it is supposed to be b = ptr2; in both cases. Though it was unintentional, perhaps you understand better what it's like for the rest of us to decipher your posts ;)



    Well,...
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    It works for the same reason why this does: ...

    It works for the same reason why this does:




    Object1 *a;
    Object2 *b;

    void Standard()
    {
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    No. OpenGL is complicated. More complicated than...

    No. OpenGL is complicated. More complicated than it needs to be, perhaps.

    The behavior of most blocks of OpenGL code cannot be explained in "two or three words". When I said that I could...
  16. There is no glGenVertexAttribArray either. A fact...

    There is no glGenVertexAttribArray either. A fact you could easily have discovered before posting simply by searching the OpenGL man pages.

    Please take some time before posting to do basic...
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    I could tell you to search for it on the OpenGL...

    I could tell you to search for it on the OpenGL Wiki (searching for VAO or VBO would lead you to the correct pages), but you've already told us that you don't want to find information yourself.


    ...
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    OK, there are two fundamental misunderstandings...

    OK, there are two fundamental misunderstandings at play here. Part of it is word choice, and part of it is just not realizing what different things are. But I think I understand where they are coming...
  19. None. No API, not even the upcoming Vulkan or...

    None. No API, not even the upcoming Vulkan or Direct3D 12, is that low-level that it involves explicit details of GPU workload scheduling.

    You are talking about specific details about things that...
  20. Are you asking about the difference between...

    Are you asking about the difference between glVertexPointer and glVertexAttribPointer? Or something else?

    What do the terms "VertexArray" and "VertexAttribArray" mean to you, and where did you get...
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    Your understanding of the potential memory stack...

    Your understanding of the potential memory stack here seems wrong.

    There are three potential areas of memory involved:

    * Your memory. This is CPU memory you directly own and can access using...
  22. Compiling shaders...

    Compiling shaders happens during the execution of your application. When you call glCompileShader or glCreateShaderProgramv.
  23. Then obviously some of those vertices will have...

    Then obviously some of those vertices will have to wait to begin their execution. This sort of scheduling is generally handled internally by the GPU.
  24. If you're looking for a program to write shaders...

    If you're looking for a program to write shaders in, Notepad++ is a pretty solid tool.
  25. It doesn't need to. Just like you don't need to...

    It doesn't need to. Just like you don't need to know exactly how your mail gets from one place to another in order to send it. OpenGL removes those details from your consideration. If you render 12...
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