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Type: Posts; User: malexander

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    My 2c: If the ARB had thought that they could...

    My 2c:

    If the ARB had thought that they could do Vulkan-like things in OpenGL, they wouldn't have created Vulkan in the first place and instead we'd have GL5.0. A lot of smart people collaborated...
  2. Just draw it as points: That'll draw 4 points.

    Just draw it as points:

    That'll draw 4 points.
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    Not really for constants, because a 1,2,3...

    Not really for constants, because a 1,2,3 expression is effectively dead code for 1,2. A warning would be nice, but that's up to the GLSL compiler development team.
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    Reading the GLSL grammar, a switch case_label can...

    Reading the GLSL grammar, a switch case_label can be "CASE expression COLON". And expression can be "expression COMMA assignment_expression". Assignment_expression and expression can both simplify to...
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    Why is the indirection annoying? It's pretty...

    Why is the indirection annoying? It's pretty straightforward, IMO:


    in int instanceIndex; // instanced attribute w/step 1 (GL3.3)
    ...
    void main()
    {
    mat4 trafo = transformations[...
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    Apparently 364.72 isn't the most stable of...

    Apparently 364.72 isn't the most stable of releases: http://www.fudzilla.com/news/graphics/40364-nvidia-geforce-364-72-drivers-come-with-plenty-of-issues
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    Your driver may not have the GL features...

    Your driver may not have the GL features available to run the tutorial even if you request the Compatibility profile (default). GLSL 330 shaders with explicit attribute location and geometry shaders...
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    Unfortunately OSX only supports OpenGL 4.1, and...

    Unfortunately OSX only supports OpenGL 4.1, and explicit-uniform-location is a GL4.2 feature. This has also made it difficult to sweep through our shaders and make them Vulkan-ready as OSX is one of...
  9. Yep, ARB_bindless_texture, a non-core extension...

    Yep, ARB_bindless_texture, a non-core extension released at the same time as GL4.4, provides UBO support for texture handles.

    As an aside, you can also put the texture handle in an SSBO but some...
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    Sticky: The Core profile of OpenGL drops support for all...

    The Core profile of OpenGL drops support for all the deprecated 1.x and 2.x features. Some vendors support the Compatibility profile, which allows you to use the deprecated features. If you don't...
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    Ok. Try fp16 or normalized-int16 formats for the...

    Ok. Try fp16 or normalized-int16 formats for the vertex arrays, depending on your coord system. If vertices is bounded by [0,1], you can use norm-int16 for vertices; fp16 can be used for 2D values on...
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    If you're using triangle strips, you probably...

    If you're using triangle strips, you probably don't need indexed rendering unless those strips are part of a larger connected mesh (in which case indexed drawing with GL_TRIANGLES is probably easier...
  13. What OpenGL version are you targeting? Writing to...

    What OpenGL version are you targeting? Writing to two SSBOs (shared storage buffer objects) and two atomic counters is one way, if you have GL4.3 support. You could also use a compute shader for...
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    You don't need to delay the frame data at all...

    You don't need to delay the frame data at all with double buffering. What it means is to write to two different VBOs, one every other frame, and draw with the VBO you just filled. If you write to the...
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    Perhaps you could try clearing the viewport to a...

    Perhaps you could try clearing the viewport to a different color (like red) to see if the triangle is drawing black (SSBO data upload issue?) or not at all (shader problem?). Nothing jumps out at me...
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    Can you post more of your code, including how you...

    Can you post more of your code, including how you draw the triangle and bind the shader?
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    gl_FragColor doesn't exist in 430. You can try...

    gl_FragColor doesn't exist in 430. You can try #version 430 Compatibility, or replace gl_FragColor with 'out vec4 color_out;'.
  18. glValidateProgram() is meant to be called...

    glValidateProgram() is meant to be called directly before a draw call with that shader bound and all the bindings (VAO, textures) set. Its purpose is to ensure that the shader can execute given the...
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    Might be due to the fact that OpenGL allows...

    Might be due to the fact that OpenGL allows multiple textures to be bound to the same unit if they're of different texture types. In that case, validate may pass because it looks at the 2D binding...
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    You can run glValidateProgram() when debugging,...

    You can run glValidateProgram() when debugging, just before the draw call to check for problems like this. It should report that your sampler type and bound texture type do not match.
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    You could, but for a single character you likely...

    You could, but for a single character you likely don't have to, as passing such a small number of matrices is unlikely to be the bottleneck.

    If you were animating dozens of characters in a crowd...
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    You don't want linear interpolation as done by a...

    You don't want linear interpolation as done by a texture sampler - you need to do that yourself. Generally you have a list of bones and a list of weights per vertex, and you look up the matrix for...
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    Use polygon offset to push the polygons backwards...

    Use polygon offset to push the polygons backwards in Z:


    glEnable(GL_POLYGON_OFFSET_FILL);
    glPolygonOffset(2,2);
    //draw surfaces
    glDisable(GL_POLYGON_OFFSET_FILL);

    You can adjust the...
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    You need a Kepler- or Maxwell-based Nvidia GPU to...

    You need a Kepler- or Maxwell-based Nvidia GPU to use bindless textures (GK or GM GPUs), which is generally the 600 series and up. However, the low-end 600 series still has some Fermi-based GPUs...
  25. Yes, you need a core profile to use GLSL 330 on...

    Yes, you need a core profile to use GLSL 330 on OSX.
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