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Type: Posts; User: arekkusu

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  1. Replies
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    That's true in a core profile GL context, or in...

    That's true in a core profile GL context, or in ES2, ES3, or WebGL.
    But it's not true in a compatibility profile GL context, or in ES1.

    So, what context profile are you using? And do your...
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    Read the documentation...

    Read the documentation, specifically the GLSL specification that defines gl_PointCoord:



    Next question: do you understand how to enable point sprites?
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    Do you understand when gl_PointCoord is undefined?

    Do you understand when gl_PointCoord is undefined?
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    Uniforms are initialized to zero by...

    Uniforms are initialized to zero by glLinkProgram. Zero matches glActiveTexture(GL_TEXTURE0).
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    Do you understand what...

    Do you understand what glEnableVertexAttribArray() does? What happens to attributes that aren't enabled?
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    Anytime your program crashes, you need to learn...

    Anytime your program crashes, you need to learn to debug the crash.

    Read the documentation for your debugger, and learn how to examine your image1, image2 pointers.
    For example you should be able...
  7. Sounds similar to this paper...

    Sounds similar to this paper.
  8. Computing the stipple phase offset across line...

    Computing the stipple phase offset across line segments is a serialized problem; you need the length of segment N before you can draw segment N+1. If you're already computing per-point data on the...
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    Did you read it? So: with std430, the...

    Did you read it?



    So: with std430, the rounding up to vec4 alignment doesn't happen. BUT the largest member in your structure is a vec4, so the rounding doesn't matter, the whole structure is...
  10. Search for "depth sprite".

    Search for "depth sprite".
  11. You should learn about scope of variables...

    You should learn about scope of variables.
    And also about setting breakpoints and examining memory.
  12. If you want to copy A to B, try...

    If you want to copy A to B, try glBlitFramebuffer.
    If you want to render A's content directly to B in the first place (and never create A), use glViewport. The viewport doesn't clip (#10), so you...
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    You need a debugger...

    You need a debugger where you can set breakpoints and view variables.
  14. How are you ensuring...

    How are you ensuring that your VBO modifications on the worker thread are visible to the main thread?
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    4.1 actually, if the app figures out how to...

    4.1 actually, if the app figures out how to request core profile.
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    You could set a breakpoint on all of the API that...

    You could set a breakpoint on all of the API that can modify the VAO.
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    The semantics are spelled out in recent versions...

    The semantics are spelled out in recent versions of the specification. See "Determining Completion of changes to an object" in GL4.5.

    TLDR; you don't need sync objects, the producer must flush,...
  18. Yeah, that looks broken. Update to whichever...

    Yeah, that looks broken.

    Update to whichever newest OSX version your Hackintosh can run...?
  19. Show your code. For example: GLint...

    Show your code. For example:

    GLint maxCombinedUnits, activeUnit;
    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxCombinedUnits);
    printf("%s %s: %d\n",...
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    It's not implied. It's explicitly documented as...

    It's not implied. It's explicitly documented as such, in the specification's state tables for TEXTURE_BINDING_xD.

    It's legal to bind a texture of every target to the same unit. Prior to shaders,...
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    But if you use glGetError() you'll see that your...

    But if you use glGetError() you'll see that your draw call is broken in your new code. Because you changed it to draw GL_LINES, but your geometry shader expects GL_POINTS. Mismatched primitive...
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    A few different problems: 1) you're using...

    A few different problems:

    1) you're using constants that are only valid in GL3, in a GL2 context.
    GL_GEOMETRY_INPUT_TYPE != GL_GEOMETRY_INPUT_TYPE_EXT
    GL_GEOMETRY_OUTPUT_TYPE !=...
  23. What Alfonse means is: the ES3 GLSL spec says...

    What Alfonse means is: the ES3 GLSL spec says that sampler2D defaults to "lowp" precision, so unless you explicitly declare it "highp", you shouldn't expect to get a 32-bit float.

    (And if you're...
  24. All iOS devices (starting with the SGX 535 in...

    All iOS devices (starting with the SGX 535 in iOS4) support sampling from 32-bit floating point textures, via OES_texture_float in ES2 and inherently in ES3.
    They do not, however, support filtering...
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    There is an extra ); at the end of your shader...

    There is an extra ); at the end of your shader which will fail compilation, and link, and draw. Checking for errors or compiler logs would catch this.

    Otherwise, your code works as expected here...
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