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    You're skipping the culling step. Suppose your...

    You're skipping the culling step.

    Suppose your eye-space Z is 0. For a perspective projection, that makes min.w == 0, so your math blows up.

    Suppose your eye-space Z is 10 (behind the eye). ...
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    One problem I see is you're trying to use legacy...

    One problem I see is you're trying to use legacy vertex attributes and generic vertex attributes at the same time. These can interfere with each other. I suggest you'd use one or the other. That...
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    paul188, this is not a debugging service. Please...

    paul188, this is not a debugging service. Please read the:

    * Forum Posting Guidelines

    When you have specific OpenGL questions, feel free to ask.

    Also, in the future, please surround source...
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    Not sure if I know exactly the cause of your...

    Not sure if I know exactly the cause of your problem, but I hit something like this once (except it triggered a GL error not rendering artifacts). Check the glBlitFramebuffer docs for details, but...
  5. Do you already have significant GL development...

    Do you already have significant GL development experience?

    If not, I'd recommend you start with a discrete NVidia or AMD GPU card first (even a small, cheap one that is several generations old to...
  6. How are you getting this return code? ...

    How are you getting this return code? glBindFramebuffers doesn't return a value.

    Are you checking for GL errors in your code? Are you getting any? If so, what is the first GL call that triggers...
  7. Ok, let's get clear on your requirements first. ...

    Ok, let's get clear on your requirements first.

    You want these polygons to be billboarded so that they always face the camera.

    It sounds like you want these polygons to be rendered in...
  8. New users can't post image links (avoids spam...

    New users can't post image links (avoids spam from new users that have no interest in OpenGL). After a few posts you'll be able to post image links.

    To answer your original question, you first...
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    I remember that feeling well. Here's my...

    I remember that feeling well. Here's my recommendation to a similar request from a past post:

    A lot of the skeletal animation info available on the net is just "so-so" (many assume knowledge of ...
  10. eglSwapInterval()...

    eglSwapInterval()
  11. Could you explain a bit more what you're wanting...

    Could you explain a bit more what you're wanting to do here? Do you just want to keep track of what the current state is so you can remove duplicate state changes and print out the current state? ...
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    New users are a bit limited to avoid problems...

    New users are a bit limited to avoid problems with spammers posting spam using new accounts. Sorry for the inconvenience. Please try to post whatever you need in any form that will work. If you...
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    You need to debug it. For clues, look at exactly...

    You need to debug it. For clues, look at exactly where the access violation is occurring. Review the specs of the API calls you're using to ensure you are using them properly. Run a memory debugger...
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    DavidJr, to add to what GClements has already...

    DavidJr, to add to what GClements has already said, here are the three most common skinning algorithms:



    LBS - Linear Blend Skinning.
    As GClements described. Simple to apply, so a good...
  15. Note that when you change your G-buffer depth...

    Note that when you change your G-buffer depth buffer from a renderbuffer to a texture, you should be able to use your existing GL_DEPTH24_STENCIL8 or any depth buffer format you want (DEPTH_COMPONENT...
  16. Yes, exactly. If you store your depth buffer in...

    Yes, exactly. If you store your depth buffer in a texture instead of a renderbuffer, you can bind that to one of your 2nd-pass shader sampler2D inputs and then pull in the value with texture() (or...
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    This hasn't hit the OpenGL news feed yet, but...

    This hasn't hit the OpenGL news feed yet, but this from the Khronos news feed:
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    Hi JasonRay. Yes, new forum users aren't allowed...

    Hi JasonRay. Yes, new forum users aren't allowed to post links and images. This is to prevent folks from subscribing just to post spam (we've had this problem before). Sorry for the inconvenience....
  19. alihuseyin...

    alihuseyin, I've deleted your other thread. Please read the:

    Forum Posting Guidelines
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    Maybe someone else here knows. Here are a few...

    Maybe someone else here knows. Here are a few web search hits. See the first for an explanation of what a TDR video failure is:

    *...
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    To add to what GClements said, after you verify...

    To add to what GClements said, after you verify your code works fine with matrices (on the CPU/C++ side and in the GLSL shader), you don't need to modify any of the matrix calculations on the C++...
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    Ok, so you're basically saying forgo deferred...

    Ok, so you're basically saying forgo deferred rendering and instead do a Z prepass followed by a forward shading lighting pass.

    You could. Do you really have that much overdraw? Are you fragment...
  23. DSA isn't in defined in core OpenGL prior to...

    DSA isn't in defined in core OpenGL prior to OpenGL 4.5 (link). So if your drivers only support OpenGL 4.3, you'll be accessing it via the ARB_direct_state_access extension (if supported). It's...
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    XXXZOO122...

    XXXZOO122, please read the forum Forum Posting Guidelines. See "Before you post" #4 and #6, as well as guidelines #3 and #4, and the tip on posting Source Code.

    Re guideline #3, don't...
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    Are you using a tile-based rendering GPU...

    Are you using a tile-based rendering GPU (PowerVR, Mali, or Adreno)? If so, possibly.

    You're wise to get to the bottom of this first. On desktop GPUs (sort-last architecture), deferred shading can...
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