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Type: Posts; User: mhagain

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  1. Replies
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    It's also the case that the section titled...

    It's also the case that the section titled "Invariance" in the GL spec typically contains the warning:
    If you're trying to do something that depends on OpenGL being what it is not, then maybe OpenGL...
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    Check the parameters to your glReadPixels call -...

    Check the parameters to your glReadPixels call - if there's a mismatch between these and your native framebuffer format the driver will certainly have to do a software conversion, which will also...
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    glColorMask (0, 0, 0, 0) will do it.

    glColorMask (0, 0, 0, 0) will do it.
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    env.getObstacle(i).getShape()->getGraph().getShade...

    env.getObstacle(i).getShape()->getGraph().getShader().getProgramId()
    env.getObstacle(i).getShape()->getPosition(0)
    env.getObstacle(i).getShape()->getPosition(1)...
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    I'm not sure that the Wikipedia article is...

    I'm not sure that the Wikipedia article is totally correct; my recollection is that they were originally called texture memory units, and the name refers to a quirk of old 3dfx Voodoo 2 hardware (and...
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    It could probably be argued that these should not...

    It could probably be argued that these should not have been specified as GLenums in the first place, but GLuint instead, using values of 0 upwards. Done is done however so far as the spec is...
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    I could just give you code but I don't believe...

    I could just give you code but I don't believe that you would learn anything from it, so instead have a look at:

    glEnableClientState:...
  8. Thanks for the correction. :)

    Thanks for the correction. :)
  9. You're missing a call to...

    You're missing a call to "glEnableVertexAttribArray(1)" for the color array. Also note that gl_FragColor is supposed to be deprecated, so you're relying on driver-dependent behaviour (i.e whether or...
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    Can you post your initUbos function, and can you...

    Can you post your initUbos function, and can you definitely confirm that this function is called every frame, please?
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    OpenGL doesn't specify limits like this. The...

    OpenGL doesn't specify limits like this. The best way to play it safe is to use 16-bit (GL_UNSIGNED_SHORT) indices and therefore a maximum of 65545 (the extra one may or may not have special...
  12. This depends on the type of calculation you do in...

    This depends on the type of calculation you do in your lighting.

    Typically (I'm simplifying a little here) the outputs from a vertex shader are linearly interpolated to form the inputs to a...
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    The behaviour of glMapBuffer is well-defined:...

    The behaviour of glMapBuffer is well-defined: https://www.opengl.org/sdk/docs/man2/xhtml/glMapBuffer.xml



    And also:



    That should be sufficient to answer your questions, but note in...
  14. You need to call glUseProgram before you can make...

    You need to call glUseProgram before you can make a glUniformMatrix call. Modern OpenGL also has glProgramUniform calls that don't need the glUseProgram.
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    Your usage of vertex attrib binding is fairly...

    Your usage of vertex attrib binding is fairly mixed up here, which is leading to this problem and will only cause you further issues later on. At a guess I'd say that you're porting from older...
  16. This is all normal, expected behaviour with this...

    This is all normal, expected behaviour with this kind of setup.

    You should use a texture array instead.
  17. As a general rule, if you encounter behaviour...

    As a general rule, if you encounter behaviour like this then you've either (rarely) found a driver bug, or (probably) have something wrong in your code.

    In your case it's your code. Look at your...
  18. An interesting quirk of OpenGL vs D3D is that in...

    An interesting quirk of OpenGL vs D3D is that in OpenGL if you specify a stride 0 it means that the data is tightly packed, whereas in D3D stride 0 means literally 0 and the data will repeat for each...
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    It's possible that your hardware doesn't support...

    It's possible that your hardware doesn't support any pixelformats which meet these requirements. You can do a loop over a DescribePixelFormat call (remembering that pixel formats are 1-based)...
  20. This is coming in Windows Server 2016, and is...

    This is coming in Windows Server 2016, and is available in the current preview version although I haven't personally tested it. See...
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    I don't see this happening. As Alfonse...

    I don't see this happening.

    As Alfonse suggests, the hardware would have to support it, otherwise the driver would punt you back to a software emulated mode, and becaue it's the depth buffer that...
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    Any particular reason why you're doing this...

    Any particular reason why you're doing this rather than using the builtin opengl32.lib?
  23. With GL 1.4 or the GL_ARB_texture_env_combine...

    With GL 1.4 or the GL_ARB_texture_env_combine extension (there's also an _EXT version but I'm ignoring that because _ARB is ubiquitous) you can set an RGB scaling factor of 1, 2 or 4 which is applied...
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    That's where the scissor test comes in - glClear...

    That's where the scissor test comes in - glClear obeys the current scissor test options, so for your initial example:
    You can use:
    glEnable (GL_SCISSOR_TEST);
    glScissor (1000, 800, 4, 4);...
  25. This is more of a theoretical problem than a...

    This is more of a theoretical problem than a practical one. In reality you're going to find that with n features you're not going to need every single combination, and that many combinations don't...
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