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  1. I've found the solution sorry, I just had to...

    I've found the solution sorry, I just had to change this line by passing GL_TRUE otherwise opengl doens't normalize the colors components :



    glCheck(glVertexAttribPointer(1,...
  2. Ok now I've this version : OpenGL vendor string:...

    Ok now I've this version : OpenGL vendor string: X.Org
    OpenGL renderer string: Gallium 0.4 on AMD CEDAR
    OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.6.0-devel (git-31dc63d...
  3. Here is the version of mesa that I have : OpenGL...

    Here is the version of mesa that I have : OpenGL version string: 3.0 Mesa 10.1.3

    I don't know if it's possible to have per pixel linked list features with mesa yet. (Or some stuff to read/write...
  4. When an opensource driver for opengl 4.0 and more.

    Hi!

    The mesa driver is the only driver which works. (without having a blackscreen when I try to logon)

    But this driver only support opengl 3.0 and not version 4.0 and more (I don't know what's...
  5. Arf..., ok, so I haven't any choise, I have to...

    Arf..., ok, so I haven't any choise, I have to draw the faces of my object one by one.

    It's slower but at least it works with order independant transparency.
  6. Now I draw the rectangles one by one and it...

    Now I draw the rectangles one by one and it works, but the number of draw call increase so the FPS decrease and I've a FPS between 15-20 instead of an FPS between 25-30.

    The only solution that...
  7. Erf I've found why, this is because, I draw every...

    Erf I've found why, this is because, I draw every vertices of each quads at once for optimization purpose, so I need to find another solution, if anyone have an idea.
  8. [GLSL 130] Why I don't have the excepted final color in my shader ?

    Hi everyone!

    My plateform (Ubuntu 14.4 LTS 64 bits) only support opengl 3.0 and GLSL 130, I can't use pixel linked list from opengl 450.

    I'm trying to find an alternative so :

    Here is the...
  9. I suppose that you have the vertex position in...

    I suppose that you have the vertex position in view space. (in your shader)

    To get the vertex position in world space you have just to multiply your vertex by the inverse of the modelview matrix.
  10. I've tried this : const std::string...

    I've tried this :



    const std::string perPixLightingFragmentShader =
    "#version 130 \n"
    "uniform sampler2D normalMap;"
    "uniform vec3 resolution;"
    ...
  11. Problem with normal mapping. (Fragment position)

    Hi, I'm trying to set up a shader for normal mapping in a 2D context.

    This following image show what I'm trying to do :

    1370

    The normal map contains the normals of my tiles, and their...
  12. Maybe you can loop on all the triangles of your...

    Maybe you can loop on all the triangles of your surface and use the "raytracing" algorithm. (This is how I do)
  13. Replies
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    Ok now I'm trying to bind textures but I've a...

    Ok now I'm trying to bind textures but I've a strange result. :o

    Here is the code :



    #include <GL/glew.h>
    #include <GL/gl.h>
    #include <SFML/Window.hpp>
    #include <iostream>
  14. Replies
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    1,657

    Woooowwwww, I didn't know that, I've read the...

    Woooowwwww, I didn't know that, I've read the tutorials on your website but I think I should have missed something.

    Ok so i suppose that I have to use triangles strips instead.

    But I'm...
  15. Replies
    6
    Views
    1,657

    I've tried to install the proprietary drivers...

    I've tried to install the proprietary drivers from the amd web site but as I excepected it tells me that there are not compatible with my graphical card. (Under ubuntu 14.04)
  16. Replies
    6
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    1,657

    Ok, it works with triangles but not with quads....

    Ok, it works with triangles but not with quads. :/




    int main(int argc, char* argv[]) {
    odfaeg::RenderWindow window(sf::VideoMode(800, 600, 32), "Modern...
  17. Replies
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    1,657

    Trying to use modern opengl on linux.

    Hi, I've installed the last version of mesa driver, but, this one seems to be still experimental, and ..., I'm just wandering if I shoudn't use old opengl versions on linux.

    I'm trying to display...
  18. I've solved this, we must bind the shader before...

    I've solved this, we must bind the shader before changind parameters, I simply didn't know that.
  19. Problem when passing a matrix4f to my vertex shader.

    Hi!

    I'm trying to pass an array of 16 float to my shader (which represent a 4*4 matrix), but My shader doesn't draw nothing event if I pass an identity matrix.

    Here is the code :


    ...
  20. I've found the solution, we have just to separate...

    I've found the solution, we have just to separate the layout qualifiers by a , :


    "#version 330 core \n"
    "layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;"
    ...
  21. How to change the fragcoords relative location. (from the window)

    Hi!

    I want to change the origin lower left to the origin upper left corner like it's explained in the documentation :
    https://www.opengl.org/sdk/docs/man/html/gl_FragCoord.xhtml

    But I have an...
  22. O_O I've tried the source code of the first...

    O_O I've tried the source code of the first triangle from thte tutorial, and even if opengl returns me some errors, it's displaying something, so...
  23. This function returns 1 as value which is...

    This function returns 1 as value which is corresponding to the core profile :


    GLint profile;
    glGetIntegerv(GLX_CONTEXT_PROFILE_MASK_ARB, &profile);
    std::cout<<"profile : "<<profile;

    ...
  24. Haha! It seems that x11 don't want to create me...

    Haha!
    It seems that x11 don't want to create me a CORE profile, I have opengl errors when I call opengl functions.


    #include <stdio.h>
    #include <stdlib.h>
    #include <string.h>
    #include...
  25. No, even if I put the source code into a...

    No, even if I put the source code into a separated file, the version 330 of my shaders doesn't compile.
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