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  1. Replies
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    The GLSL grammar says that layout-qualifier must...

    The GLSL grammar says that layout-qualifier must precede interface-qualifier, so "in layout" is invalid, you must write "layout(location=1) in".
  2. I think you have your answers right in front of...

    I think you have your answers right in front of you.

    * What width & height do you expect your input images to be?
    * How many pixels does 34603008 DXT1 bytes correspond to? (in a square width x...
  3. Your (simplified) code does: allocate storage...

    Your (simplified) code does:

    allocate storage (TexImage) w x h x faces for mipmap level zero
    for each face
    for each mipmap level
    upload image (TexSubImage) w x h x 1


    Of course...
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    Sticky: [/LIST] Actually, this allows applications to...

    [/LIST]

    Actually, this allows applications to limit the number of threads used for parallel compiles. Previously, drivers were free to use as many threads as they like.
  5. While the specification contains all of the...

    While the specification contains all of the information you need, it is dense. Here's another tip:

    OpenGL features evolve from extensions. Which are all listed in the registry right next to the...
  6. Or just ignore all that and read the real...

    Or just ignore all that and read the real documentation, from which all other man pages etc are derived. See: State Tables [Vertex Array Object State], where everything is explicitly listed...
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    OSX Supports: A "Legacy" (Compatibility)...

    OSX Supports:

    A "Legacy" (Compatibility) profile: GL 1.1, 1.2, 1.3, 1.4, 1.5, 2.0, 2.1 GLSL 100, 110, 120
    A "Core" profile: GL 3.2, 3.3, 4.0, 4.1 GLSL 140,...
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    You can browse the source code of an...

    You can browse the source code of an implementation, including software rasterizers.
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    glMultiDrawElements.

    glMultiDrawElements.
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    No. You can use up to MAX_VERTEX_ATTRIBS...

    No. You can use up to MAX_VERTEX_ATTRIBS locations in your vertex shader. Attributes which are enabled will be read from your vertex arrays. Attributes which are not enabled will read from the...
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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...
  17. Sounds similar to this paper...

    Sounds similar to this paper.
  18. 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...
  20. Search for "depth sprite".

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

    You should learn about scope of variables.
    And also about setting breakpoints and examining memory.
  22. 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.
  24. 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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