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  1. Replies
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    Have you tried compiling the library source for...

    Have you tried compiling the library source for 64-bit? You could also try e-mailing the glhlib author to see if they have a 64-bit version. I won't post his address here (to avoid it being...
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    Sorry, didn't mean to confuse things by writing...

    Sorry, didn't mean to confuse things by writing transforms in the English-intuitive left-to-right order ( v2 = v1 * M * V * P ).

    Of course, in GLSL (and GLM) you'd typically write this v2 = P * V...
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    Just ignore that part then. I didn't know...

    Just ignore that part then. I didn't know anything about the player character you were trying to affix the gun to, so I mentioned it just in case you were using skinning.

    Instead pay attention to...
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    If you push on, you can probably get it to work. ...

    If you push on, you can probably get it to work. However, what you're doing here seems fragile and will break easily as it hard-codes geometry information about your models in code. It seems like...
  5. It sounds like you're having a problem, and have...

    It sounds like you're having a problem, and have collected quite a bit of evidence about that problem, but I don't think you actually stated what you're trying to accomplish. Did I miss it?
    ...
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    This doesn't appear to be an OpenGL question. Do...

    This doesn't appear to be an OpenGL question. Do you have any specific questions related to OpenGL?
  7. Related to MRTs on OpenGL ES... I don't know...

    Related to MRTs on OpenGL ES...

    I don't know what GPU(s) you're targetting, but since you're developing for GL-ES, it's likely that you're targeting tile-based GPUs. If so, you should consider...
  8. That's going to depend on your...

    That's going to depend on your GPU+driver+workload.



    If you try to read back the value just rendered immediately in blocking fashion after submitting draw commands for that render, there'll be...
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    Please read the Forum Posting Guidelines...

    Please read the Forum Posting Guidelines, paying particular attention to the advice about assignments.

    Aside from that, this is not a debugging service. Don't just post a bunch of code giving no...
  10. I'm not sure why you'd need to use glMapBuffer...

    I'm not sure why you'd need to use glMapBuffer versus glBufferData to upload your data. I don't think it makes any difference.

    A suggestion: Have an "is populated" or "is valid" flag for your...
  11. What this nearly always indicates (a crash in a...

    What this nearly always indicates (a crash in a glDraw* call) is that you've asked OpenGL to go dereference a NULL (or bad pointer) somehow. Either through your vertex attribute bindings or your...
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    How many 1) triangles, 2) distinct vertices, and...

    How many 1) triangles, 2) distinct vertices, and 3) colors? Are your colors per-triangle or per-vertex?

    And why do you say you're struggling to find memory for it all? (GPU or CPU memory? How...
  13. I think you might be mixing up positions and...

    I think you might be mixing up positions and texture coordinates.

    Positions determine where your quad is rendered in space. Texture coordinates determine how each point on that quad is textured.
  14. Inside gdb, after you "run" your problem and it...

    Inside gdb, after you "run" your problem and it crashes, type "where". That'll give you a stack trace of where you are when your program crashes.

    For more debug information in your stack trace,...
  15. Posting some source might spark more ideas from...

    Posting some source might spark more ideas from folks reading your post.

    That said, I don't think you're stuck. Try changing things. For instance, scale back what you're doing until one of the...
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    Yes. That's not really helpful. It's just...

    Yes.



    That's not really helpful. It's just fine for folks to use the compatibility APIs (especially when just getting started). That makes it easier to get going. However, they need to...
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    Very much related to your comment, you may want...

    Very much related to your comment, you may want to take a look at these videos from a recent All-day Vulkan tutorial session given by Khronos:

    * Vulkan DevU: Feb 2017 Vancouver (videos)
    * Vulkan...
  18. Rigging typically just means you've got it ready...

    Rigging typically just means you've got it ready to animate. Have you modeled any skeletal animations for it? What do you want to do with it on the Arduino?

    Re OBJ file format, this isn't...
  19. I understand your point. A couple thoughts on...

    I understand your point. A couple thoughts on that.

    If you're somewhat new to OpenGL and don't really know which of the older OpenGL APIs are efficient and which aren't, you may just want to...
  20. There are a lot of volume rendering techniques. ...

    There are a lot of volume rendering techniques. Before you go surveying them, it's probably worth it to first determine your requirements. What's your input data look like? What effect/look are...
  21. True, but only on mobile. ASTC is really...

    True, but only on mobile.

    ASTC is really needed much more on mobile GPUs (OpenGL ES) than desktop GPUs (OpenGL). While decent cross-GPU-vendor texture compression has been ubiquitous on desktop...
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    The official Khronos information I've seen has...

    The official Khronos information I've seen has always said OpenGL and Vulkan complement each other and will co-exist alongside each other.

    That said, what determines how long OpenGL remains a...
  23. Thread: Mipmapping

    by Dark Photon
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    You're question wasn't quite clear because it's a...

    You're question wasn't quite clear because it's a sentence fragment with no context. Who is we, what scenarios are you envisioning, and are you asking for a list?

    If your question is basically...
  24. If you don't know what graphics card or GPU is...

    If you don't know what graphics card or GPU is available in your system, I'd start here:

    Install a program like CPU-Z, and that'll tell you what hardware (including Graphics/GPU) you have, if any....
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    Have you considered rendering your list of texels...

    Have you considered rendering your list of texels as POINT primitives on top of a FBO bound with your depth-stencil texture? You could enable depth writes, disable stencil writes, and (with a simple...
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