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Type: Posts; User: Chris_F

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    http://www.opengl.org/sdk/docs/man/docbook4/xhtml/...

    http://www.opengl.org/sdk/docs/man/docbook4/xhtml/glBufferStorage.xml

    https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glBindBufferBase.xml
    ...
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    What version of OpenGL are you using? In...

    What version of OpenGL are you using?

    In OpenGL 4 I would maybe create a uniform buffer with glBufferStorage (if available to you) otherwiese glBufferData. I would then use glBindBufferBase with...
  3. Thread: glDrawElements

    by Chris_F
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    I like to pretend that those functions simply...

    I like to pretend that those functions simply don't exist. To quote Ian Romanick from Intel, "it [compatibility profile] should die in a fire anyway."
  4. Thread: glDrawElements

    by Chris_F
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    Not in core profile it isn't.

    Not in core profile it isn't.
  5. Thread: glDrawElements

    by Chris_F
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    glDrawElements

    Given the function:



    void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);


    I find myself confused about what the pointer indicies is used for. According...
  6. It's not a DSA related issue. It effects...

    It's not a DSA related issue. It effects glTexStorage2D just as much as glTextureStorage2DEXT.

    I decided to use glGetTexLevelParameteriv to actually check the internal format of the texture after...
  7. Using TexStorage correctly or is this a bug?

    I'm trying to compress a texture to BPTC using this code but I am getting a corrupted image.


    glTextureStorage2DEXT(texture, GL_TEXTURE_2D, 10, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, 512, 512);...
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    BPTC texture compression

    My question is regarding BPTC texture compression in OpenGL, specifically the DirectX equivalent to the BC7 texture format. It seems this is handled by the following enums:
    ...
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    Optimal texture formats

    Reading around on the Internet there are a few tidbits I have come across several times, they are:

    1. Modern GPUs don't have hardware support for uncompressed RGB textures. They will be converted...
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    Here is some source code to reproduce the bug. ...

    Here is some source code to reproduce the bug.

    https://gist.github.com/anonymous/7837036
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    Oddly enough this works too. GLuint...

    Oddly enough this works too.



    GLuint texture = 0;
    glGenTextures(1, &texture);
    glTextureStorage2DEXT(texture, GL_TEXTURE_2D, 10, GL_RGBA8, 512, 512);
    glTextureSubImage2DEXT(texture,...
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    Ordinary TexStorage (second example) works fine....

    Ordinary TexStorage (second example) works fine. It's only when I try to use the DSA version of TextureStorage that GenerateMipmaps fails.
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    It's not missing. Example 1 and 3 both use DSA....

    It's not missing. Example 1 and 3 both use DSA. Therefore no binding.



    Compatibility with OpenGL ES is not one of my concerns.

    The question still stands.
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    Is this a driver bug?

    When I try this code, it doesn't work. For some reason only mip level 0 is present and all other mip levels are black.


    GLuint texture = 0;
    glGenTextures(1, &texture);...
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