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Type: Posts; User: Alfonse Reinheart

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  1. Replies
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    That would mean you couldn't do something like...

    That would mean you couldn't do something like having a diffuse color come from an array texture. That seems unnecessarily limiting.
  2. You are creating an array of structs in GLSL. The...

    You are creating an array of structs in GLSL. The tutorial in question is not. The tutorial's shader doesn't take an array of structs; it takes a single struct. The tutorial stores multiple copies of...
  3. glVertexAttribPointer is used to feed...

    glVertexAttribPointer is used to feed floating-point attributes. If you want to feed an integer attribute, you must use glVertexAttribIPointer.

    Using GL_UNSIGNED_INT, unnormalized, with...
  4. I disagree with the idea the GLFW is a "'toy'...

    I disagree with the idea the GLFW is a "'toy' toolkit".

    GLUT is primarily for creating demo applications. It has some input capability, but nothing substantial. GLFW however is able to do a lot...
  5. It shouldn't. The specification is very clear...

    It shouldn't. The specification is very clear about this: arrays of arrays are treated like arrays of structures. Each array element has its own program index. Whether it has a location depends on:
    ...
  6. No, it is not needed: The specification...

    No, it is not needed:



    The specification cannot be more clear on this. This statement in the spec is followed by examples:



    in Light {
    vec4 LightPos;
  7. ... in a sense, yes, but not the way you want. ...

    ... in a sense, yes, but not the way you want.

    This:



    myUBO.arrays[0][0][0], myUBO.arrays[0][0][1], myUBO.arrays[0][0][2]


    Is a compile error. The name of variables in an interface...
  8. `array[2][5][3]` lacks a type declaration and is...

    `array[2][5][3]` lacks a type declaration and is therefore not legal.

    It's also important to recognize that there's a difference between `float array[2][5][3]` and `float[2][5][3] array`.

    Can...
  9. It shouldn't. The OpenGL specification is very...

    It shouldn't.

    The OpenGL specification is very clear on this. An array of arrays works identically to an array of structs. Therefore, your `arrays` definition ought to result in 10 separate...
  10. The whole point of persistent mapping is that you...

    The whole point of persistent mapping is that you don't unmap it.
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    That is incorrect. Interface block instance names...

    That is incorrect. Interface block instance names don't have to match. So the VS does not have to use the instance name `VertexIn` on the interface block.

    Now, the output interface block name...
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    You should always look at your compilation and...

    You should always look at your compilation and linking errors. I know you didn't, because they would otherwise have told you what I'm about to tell you.

    Interface matching between stages requires...
  13. If you're not using a PBO to upload texture data,...

    If you're not using a PBO to upload texture data, then what OpenGL will do is read data from your pointer into an internal buffer. It will then DMA from that buffer into video memory asynchronously....
  14. Actually, it can't. All OpenGL functions (except...

    Actually, it can't. All OpenGL functions (except those that end in "Pointer") are required to be finished using the pointers you pass them by the time the function returns. So either they do the...
  15. None. Unless you persistently mapped that...

    None.

    Unless you persistently mapped that buffer (which you did not), it's illegal to perform any OpenGL operation on that buffer which writes to or reads from it while it is mapped. You must use...
  16. How do you define "scalable"? Scalability is...

    How do you define "scalable"? Scalability is usually defined in terms of performance. After all, any solution will work if you throw enough hardware at it. You could re-render each mesh for every...
  17. But that structure doesn't correspond to your...

    But that structure doesn't correspond to your original data at all.

    glm::mat4 is, for all intents and purposes, an array of 16 floats. Not a pointer to 16 floats, an actual `float[16]` array.
    ...
  18. If by that you mean that Vulkan will never, ever...

    If by that you mean that Vulkan will never, ever be available on a Mac, then yes.

    Otherwise, I wouldn't hold my breath.
  19. No, this would generally be a terrible idea. It...

    No, this would generally be a terrible idea. It would be very difficult to make such a thing seamless, since that requires getting the invariance rules right.



    glBegin/glEnd were removed from...
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    To add a rather different opinion... I say that...

    To add a rather different opinion... I say that if it's possible, learn OpenGL 4.5. Why?

    Because it's the OpenGL version that makes the most sense.

    OpenGL has had a lot of stupid bits in it...
  21. Neither of these statements are true. Your code...

    Neither of these statements are true. Your code simply doesn't create proper integer textures.
  22. What makes you think that this is a "driver...

    What makes you think that this is a "driver limitation", rather than a "hardware limitation"?
  23. It seems to me that your problem is with what...

    It seems to me that your problem is with what these exports "eps files" contain. Unless the application is using transform feedback to read vertices back to the CPU, it's highly unlikely that OpenGL...
  24. Have you tried the GLSL 4.50 specification...

    Have you tried the GLSL 4.50 specification? Or failing that, how about the OpenGL quick-reference card? Or failing that, how about the OpenGL and GLSL function documentation?

    The last two have...
  25. Yes, that should work. But what you described as...

    Yes, that should work. But what you described as "working" was this:



    That doesn't describe the code you posted. The posted code's internal format was `GL_R32F`, which is a single-channel,...
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