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Type: Posts; User: mamannon

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  1. You cannot solve it. To fix a bug you need at...

    You cannot solve it. To fix a bug you need at least a compiler and the source code of that game you could debug the game and rewrite the failing part of the source code. Looking at which files are...
  2. No way. You cannot mix and matc executable files...

    No way. You cannot mix and matc executable files between different driver versions. That may work, but that's like a win in a lottery.

    The problem you describe indicates a bug in a game. There may...
  3. There were bugs here and there, but one thing I...

    There were bugs here and there, but one thing I want to point out: If you are using boost threads and OpenGL, make sure that OpenGL thread is always bound the thread which "talks" with OpenGL. If...
  4. Program works while debugging with debug or release mode, but an executable alone not

    Hello folks,

    I have really weird dilemma: I have Win32 CAD program, whose OpenGL related DLL library is compiled by a Visual Studio 2010 and other parts of program are compiled dy Embarcadero XE8....
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    Nobody helping me either... Luckily I found...

    Nobody helping me either...

    Luckily I found error by myself :biggrin-new: It was as simple as when renderin a shadow map I also rendered the white ball representing the light. No wonder the world...
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    Dual Paraboloid Shadow Mapping

    Hello folks,

    I've been trying to solve my problem for weeks without success, and now I hope somebody who has experience with dual paraboloid shadow mapping could give me advice. Let's go straight...
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    Sorry, I missed it... I have to give up, no...

    Sorry, I missed it... I have to give up, no ideas...
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    I think you miss one piece of your rendering...

    I think you miss one piece of your rendering system: you already have a texture array you want
    to fill with depth data (depth_texture_->id()), and you have a framebuffer (fboId), but where
    is...
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    You should read my original sentence to the end.

    You should read my original sentence to the end.
  10. Replies
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    Yes, that's true... I tested it without 'std140'...

    Yes, that's true... I tested it without 'std140' and it worked. While debuggin I just added all bells and giggles to get it working. :p

    I didn't claim I found a driver bug, it was just a...
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    When you use uniform buffer objects...

    Last week I had a frustrating problem with depth testing. I had a program, which worked perfectly on an NVIDIA card (driver version 364.72), but not on AMD (driver version 15.201.1001.1005). It...
  12. I stay corrected. And finally, looking at...

    I stay corrected. And finally, looking at decimals when designing a depth buffer is also stupid because of logarithmic scale of depth values. But when you get desperate, you make desperate choices...
  13. Okay, I understand. So there's no hope to get...

    Okay, I understand. So there's no hope to get better resolution by choosing a 32-bit depth buffer, but if I used 64-bit floating point numbers inside GLSL shader and 24-bit depth buffer, then instead...
  14. gl_FragDepth value and it's counterpart value in a depth buffer are different

    As title says, I have a problem with depth testing :mad: If I use the following fragment shader



    #version 400 core

    out float gl_FragDepth;

    void main() {
    "gl_FragDepth=0.666;\n"
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    Ooops, this wasn't a good idea :o Take a look: ...

    Ooops, this wasn't a good idea :o Take a look:

    https://www.opengl.org/wiki/Common_Mistakes#The_Object_Oriented_Language_Problem

    However, I have defined GL function pointers inside a class...
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    Okay, I also had same experience in the past......

    Okay, I also had same experience in the past... And when you say that, I'm going to believe that there's really something which prevents using OpenGL functions defined as a member of one class by...
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    There may be some organization problems, if you...

    There may be some organization problems, if you code using OOP and define gl function pointers as class members. My OpenGL implementation is inside a DLL file (I use only OpenGL, no GLEW etc), and I...
  18. Jepp, I got it fixed... Almost... This time...

    Jepp, I got it fixed... Almost...

    This time seems it was x coordinate which needed negation. But now there are new problems... This is really hard, because you cannot debug shaders (or at least I...
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    If you mean NDC a coordinate system with [-1,1]...

    If you mean NDC a coordinate system with [-1,1] range x, y, z coordinates, you should multiply your vertexes by a projection matrix. But normally you first transform your vertexes from object space...
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    You're using OpenGL 4.3 and I am using 3.3, but I...

    You're using OpenGL 4.3 and I am using 3.3, but I am quite sure, that your problem is due to the double using EndPrimitive() function. Use it only once.
  21. Now occlusion test is mainly working, but only...

    Now occlusion test is mainly working, but only mainly :( See a picture below:

    UnbrokenHouse

    This is a perfect view with 394 objects. and when we go underground

    UnderSide

    only four objects...
  22. There was a stupid mistake: when you're doing...

    There was a stupid mistake: when you're doing oclusion test, don't use modelviewprojection matrix, use modelview matrix. I don't understand what made me using modelviewprojection matrix...
  23. Hi GClements, I think we need to connect these...

    Hi GClements,

    I think we need to connect these coordinate systems to the reality.





    As far as I know, clip coordinates means the same than a vertex coordinate (x, y, z, w) multiplied by a...
  24. Vertex and Geometry shader coordinate scaling problem

    Hello everybody,

    I'm coding a tiled forward rendering system without compute shader, because I use OpenGL 3.3. That's why I need to calculate the frustums struct on the CPU side and I load it to...
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