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  1. So, yeah. You're running into "stupid coordinate...

    So, yeah. You're running into "stupid coordinate system tricks". Consider these two bits of info:

    1) GL prefers the mathematical "bottom left" origin, while practically every other image API,...
  2. Try flipping screen-space Y upside down when...

    Try flipping screen-space Y upside down when drawing to one of the rendertargets. And flip again while you're comparing.

    If that produces identical results, then we can talk about why. ;)
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    Fundamentally, you can't expect this to work for...

    Fundamentally, you can't expect this to work for all possible float values you might write.

    Because in math, 1*N = N. But in computers, 1.0 * denorm = 0, depending on your hardware.

    ...in...
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    Even that is just coincidence. Run your app on...

    Even that is just coincidence. Run your app on another driver or OS and you'll get different results. ;)
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    If I drop your shader (with dummy vertex...

    If I drop your shader (with dummy vertex passthrough) into some utility code I have laying around here, my link introspection looks like this:



    13 uniforms:
    Exposure @0 ...
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    I would do two different things to diagnose: ...

    I would do two different things to diagnose:

    1) CPU introspection. Use glGetProgram* and glGetUniform* to verify that all the uniform values you think you've set are actually set. Or, use your...
  7. Indeed, it is forced on in OSX Core Profiles.

    Indeed, it is forced on in OSX Core Profiles.
  8. This is not quite correct. Quoting from GLSL...

    This is not quite correct. Quoting from GLSL 1.50:

    So, a conformant implementation will allow or disallow gl_FragColor depending on the context flags (specifically,...
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    What should happen to the low bit? See previous...

    What should happen to the low bit?
    See previous thread.
  10. Attributes may be extrapolated (not interpolated)...

    Attributes may be extrapolated (not interpolated) outside the triangle when:
    * you use multisampling without centroid interpolation (from your screenshots, this looks like the issue...)
    * "helper"...
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    You gen two VAOs but only delete one. This...

    You gen two VAOs but only delete one. This should be obvious if you look at the VAO ids you get.
  12. See previous thread...

    See previous thread.
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    Your memset arguments are swapped.

    Your memset arguments are swapped.
  14. That depends on your data. If your data is [min,...

    That depends on your data. If your data is [min, max, min, max, min, max....] the average is a flat line, all signal is lost.
  15. If you really are mapping hundreds or thousands...

    If you really are mapping hundreds or thousands of data points to a single pixel, is downsampling to an average value really what you want? Consider alternate visualizations that retain the...
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    links for this...

    links for this
  17. There is no GL API to query the target of an FBO...

    There is no GL API to query the target of an FBO attachment, so you'll have to play a guessing game (perturbing the error state) between GetFramebufferAttachmentParameter and GetTexLevelParameter.
    ...
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    If you ask for three samples, it might be created...

    If you ask for three samples, it might be created with four.
  19. File a bug (http://bugreporter.apple.com) with...

    File a bug with clear steps to reproduce the problem (i.e. a copy of your application.)
    Apple can symbolicate the com.apple.GeForceGLDriver backtrace and see exactly what's happening.
  20. See previous posts...

    See previous posts about setting up Apple's OpenGL Profiler. Use the "break on VAO error" checkbox to detect if your draw calls read outside the bound buffers.

    (You can also do this introspection...
  21. In other words, you are querying the...

    In other words, you are querying the fixed-function enable state on unit 8, which is beyond GL_MAX_TEXTURE_UNITS. That should error.

    Read Nvidia's FAQ summarizing which limits apply to which...
  22. glGenVertexArrays (core profile, 2008) is not the...

    glGenVertexArrays (core profile, 2008) is not the same function as glGenVertexArraysAPPLE (legacy profile, 2002).

    If you call any function unsupported for the profile, you'll get INVALID_OPERATION.
  23. Also, it doesn't really matter what format you...

    Also, it doesn't really matter what format you used for TexSubImage. The internalformat set by TexImage (or TexStorage) is what dictates the alpha channel.

    For example, if you TexImage RGBA8,...
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    Try linking OpenGL: LIBNAME=-lSDL2 -lGLEW...

    Try linking OpenGL:

    LIBNAME=-lSDL2 -lGLEW -framework OpenGL
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    s/thousands/millions...

    s/thousands/millions/
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