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Type: Posts; User: mhagain

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    For absolutely arbitrary length you can't really...

    For absolutely arbitrary length you can't really do it as there is a limited amount of uniform storage space, which varies according to hardware and driver. You'll need to query what is supported on...
  2. These concepts are nothing to do with OpenGL;...

    These concepts are nothing to do with OpenGL; OpenGL is just an API, so you'd add them in the same way as you'd add them to any other program using any other API (or better yet, build your program...
  3. What version of GLEW are you using? If it's an...

    What version of GLEW are you using? If it's an older one it may not have the glTexStorage* entry points at all, so this might be expected behaviour that's resolved by just upgrading your GLEW.
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    They're not the same. Consider a case where a...

    They're not the same.

    Consider a case where a cubemap is being sampled with a texcoord of 0.9999 and linear filtering is enabled. As we know, linear filtering will use a weighted average of...
  5. A few different ways of doing this. If your...

    A few different ways of doing this.

    If your textures don't need mipmaps and don't repeat you could pack them all into a texture atlas and adjust your texcoords for sub-rectangles within that...
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    The reason why you're getting these errors is...

    The reason why you're getting these errors is because you've got a #include dependency either missing or specified in the wrong order. If you look at the glu.h file that the errors are coming from,...
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    This is bad because it's the old API war that...

    This is bad because it's the old API war that played out 18 years ago and everybody is totally sick of it now. There's nothing new to be said that hasn't been said many many times before. It's also...
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    Can you give us a VALID reason for not wanting...

    Can you give us a VALID reason for not wanting to? So far you've given reasons based on unfounded paranoia and OS-war zealotry. It's just tools, they're not worth getting so worked-up over.

    Also...
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    Is this a 32-bit program? You may not be out of...

    Is this a 32-bit program? You may not be out of memory on your GPU but you may well have exhausted address space in system RAM, so you should be measuring that too.
  10. One example that goes way back is a D24S8 depth...

    One example that goes way back is a D24S8 depth texture stores depth as an integer. That aside, it's just functionality; you may as well ask "why do we need an integer data type in C?" and the...
  11. SNORM textures don't go {-1, 0}, they go {-1, 1}:...

    SNORM textures don't go {-1, 0}, they go {-1, 1}: https://www.opengl.org/registry/specs/EXT/texture_snorm.txt



    You'd use this for e.g storing normals in a g-buffer (the guaranteed exact 0 is...
  12. Maybe, maybe not. I doubt there is a difference...

    Maybe, maybe not. I doubt there is a difference - you have standard hardware, a widely used OS, presumably you keep your drivers up to date. You're doing everything right.

    The problem is that a...
  13. Single buffered modes are problematic since the...

    Single buffered modes are problematic since the introduction of WDDM and desktop compositing in Windows Vista. To be honest this isn't a problem - there's no real valid reason to use a single...
  14. glCompressedTexImage should be faster in all...

    glCompressedTexImage should be faster in all circumstances, as it has to send much less data to the GPU (note: I'm ignoring cases where the texture being updated may be used by a pending draw call...
  15. A naive port, where you just take each...

    A naive port, where you just take each glBegin/glEnd pair and write that to a dynamic buffer, possibly even creating the dynamic buffer at the same time (and destroying it after the draw call), is...
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    This is broken: glMatrixMode(GL_PROJECTION);...

    This is broken:

    glMatrixMode(GL_PROJECTION);
    glOrtho(xMin - 1, xMax + 1, yMin - 1, yMax + 1, -diameter * zScale, diameter * zScale);
    // Reset the modelview matrix.
    glLoadIdentity();
    ...
  17. I've seen this crash - and crash hard - on AMD. ...

    I've seen this crash - and crash hard - on AMD. The scenario was similar; data consisted of 3 attribs (vec3, vec2, vec2), drawn with 3 programs. 2 programs used all 3 attribs, 1 program only used...
  18. If your OS is reporting GL2.1 then you don't have...

    If your OS is reporting GL2.1 then you don't have your drivers properly installed. You're likely getting software-emulated GL too, which will be substantially lower-performing (and I don't mean 50%...
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    You could do this with a texture array, letting...

    You could do this with a texture array, letting the instance id (or some other per-instance attribute) specify which array slice to use.
  20. That's worth submitting as a bug report to Intel...

    That's worth submitting as a bug report to Intel themselves.
  21. If you're adding a zero area tri to join two...

    If you're adding a zero area tri to join two strips, and you're not using indices, you need to add either 4 or 5 extra vertices. A vertex is much bigger than an index. If your vertex size is 32...
  22. I'm not sure why you posted this in "OpenGL...

    I'm not sure why you posted this in "OpenGL Advanced". It's nothing to do with OpenGL, and is certainly not advanced.
  23. Indexing should always be preferable to adding...

    Indexing should always be preferable to adding zero-area tris.
  24. You're calling glEnable (and making other calls)...

    You're calling glEnable (and making other calls) between a glBegin/glEnd pair, and that's illegal. See http://www.opengl.org/sdk/docs/man2/xhtml/glBegin.xml
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    You don't want to support Microsoft's software...

    You don't want to support Microsoft's software OpenGL.

    I'm not sure if you've actually benchmarked or even tested your program with this implementation - my feeling is that if you had, you'd be...
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