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Type: Posts; User: mhagain

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    glOrtho ( Left , Left , 10.0 , 10.0 , ..... ...

    glOrtho ( Left , Left , 10.0 , 10.0 , .....
    This is almost certainly not what you want; see https://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml
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    They look fine; I wouldn't worry about...

    They look fine; I wouldn't worry about deprecation in this case since glTexGen itself is also deprecated, so at least you've satisfied the condition that your calculations are going to be consistent.
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    You can use the GL specification to source the...

    You can use the GL specification to source the formulas used for texcoord auto-generation and recalculate them yourself from the retrieved vertex position value.
  4. Unfortunately OpenGL complicates things a little...

    Unfortunately OpenGL complicates things a little because the internalFormat you request is not necessarily what the driver itself will use.

    The classic example of this is that a GL_RGB...
  5. The driver will convert the format during the...

    The driver will convert the format during the transfer operation. Which could be slow.
  6. They're just different names for the same thing....

    They're just different names for the same thing.

    Modelling programs and D3D tend to use (u, v) whereas OpenGL tends to use (s, t) but it's just a naming convention. You could name them (x, y) or...
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    It's not necessarily going to perform faster if...

    It's not necessarily going to perform faster if you selectively update individual vector components like this. It may even perform slower.

    GPUs like reading each vertex as a contiguous chunk of...
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    This has absolutely nothing to do with OpenGL.

    This has absolutely nothing to do with OpenGL.
  9. // Stick the data for the vertices and indices in...

    // Stick the data for the vertices and indices in their respective buffers
    glNamedBufferDataEXT(m_vertexBuffer, sizeof(vertices[0]) * vertices.size(), &vertices[0], GL_STATIC_DRAW);...
  10. Are you creating the buffer using glGenBuffers or...

    Are you creating the buffer using glGenBuffers or glCreateBuffers? Note that in the former case (i.e with glGenBuffers) the buffer object does not exist; all that glGenBuffers gives you is a name,...
  11. Thread: Regex

    by mhagain
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    This is absolutely nothing to do with OpenGL.

    This is absolutely nothing to do with OpenGL.
  12. For fully dynamic data (i.e that changes each...

    For fully dynamic data (i.e that changes each time it's used) immediate mode can be just as fast as using buffer objects, but this depends on the type of objects you're drawing and other factors.
    ...
  13. I would suspect that the Mesa driver only...

    I would suspect that the Mesa driver only supports GL3.3 but the OP's hardware is actually capable of GL 4.x, hence asking if a Windows VM would be able to access that capability. I've no experience...
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    Why do you want to avoid using glViewport? ...

    Why do you want to avoid using glViewport? glViewport is much more efficient than multiple contexts for this kind of division of the scene.

    I'm not personally familiar with qt but I am aware that...
  15. Hmmm, my reading of the spec is that "uniform...

    Hmmm, my reading of the spec is that "uniform flow control" essentially equates to "no flow control at all", but the statement that "This is similarly defined for other shader stages, based on the...
  16. That's not what non-uniform flow control means.

    That's not what non-uniform flow control means.
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    And it can continue to serve you well for the...

    And it can continue to serve you well for the next few decades if you wish. Here's a thing that people always seem to get confused about during this kind of evolution: this is not a zero-sum game. ...
  18. glVertexAttribPointer...

    glVertexAttribPointer:
    This is legal in legacy OpenGL, so set up the state, make the call and check for errors.
  19. I don't know Java, but in other languages it can...

    I don't know Java, but in other languages it can add an extra degree of type-safety that may not be there otherwise.
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    The only thing I can think of is overlapping...

    The only thing I can think of is overlapping ranges, but that's more a case of me looking for excuses for why it might fail rather than a serious objection to it.
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    I haven't tested this, but I think it may be...

    I haven't tested this, but I think it may be possible to glBindBufferRange two different ranges of the same UBO to two different binding points. The man page text for glBindBufferRange certainly...
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    OK, some confusion here. For skinning on the...

    OK, some confusion here.

    For skinning on the GPU you use an array of bone matrices (which are friendlier for GPUs than quaternions) - one per bone in the model. I'll use standalone uniforms here...
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    Your problem is that the Mobile Intel 4 Series is...

    Your problem is that the Mobile Intel 4 Series is just a very very old chip, and wasn't particularly good even in it's day. The highest OpenGL version it supports is, IIRC, OpenGL 2.1, so even the...
  24. D3D resolves this by attaching semantics to the...

    D3D resolves this by attaching semantics to the input/output and instead of matching by name it matches by semantic:
    // vertex shader output
    vec3 outposition : POSITION;

    // fragment shader input...
  25. For SAFESEH you can find the setting under...

    For SAFESEH you can find the setting under Project Properties, Linker, Advanced, then set "Image has Safe Exception Handlers" to "No".

    Either way I second Alfonse's advice to just use something...
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