Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: bene2808

Search: Search took 0.00 seconds.

  1. Replies
    18
    Views
    1,528

    Yeah works. Thank you :)

    Yeah works.

    Thank you :)
  2. Replies
    18
    Views
    1,528

    Ok I'll have a look to the second page. :) ...

    Ok I'll have a look to the second page. :)

    Back to the vertex attributes: So when I for example define a uint in a shader, because there's no suitable better integer type, could I pass GL_SHORT to...
  3. Replies
    18
    Views
    1,528

    Thank you, now it work's :) Next question :D :...

    Thank you, now it work's :)

    Next question :D :
    Is it possible to define an input variable for a shader of type unsigned integer, which gets its values out of a vertex buffer object, which saves...
  4. Replies
    18
    Views
    1,528

    OK after hours of fixing infinite problems, I...

    OK after hours of fixing infinite problems, I think there's only one thing left, which doesn't work: uniform blocks containing arrays. If I use a uniform block like this...



    uniform...
  5. Replies
    18
    Views
    1,528

    Ok I'll try at the weekend. Thanks! :)

    Ok I'll try at the weekend. Thanks! :)
  6. Replies
    18
    Views
    1,528

    Thanks for the effort again! :) Yeah ok,...

    Thanks for the effort again! :)

    Yeah ok, didn't think of how to access the memory. Assumed there should be a possibility...
    -Hm theoretically the storage in a uniform block should be enough ( if...
  7. Replies
    18
    Views
    1,528

    I'm not quite sure if I could explain the idea...

    I'm not quite sure if I could explain the idea good enough:rolleyes:. At first you could initialize a VBO and make OpenGL interprete it as a list of 2D-integer-vertices. But then you write a shader...
  8. Replies
    18
    Views
    1,528

    Thx for the reply :) Ok so my current idea is...

    Thx for the reply :)

    Ok so my current idea is to use shaders (similiar to your instancing proposal). But I can't get all of my required data out of a single instance. Maybe I could simply fill in...
  9. Replies
    18
    Views
    1,528

    Referencing different VBOs

    Hello,

    I try to set up a scene consisting of different models. All of the corners of the surfaces can appear several times in different surfaces so I decided to use indexed rendering. But even...
  10. Replies
    2
    Views
    1,431

    Thanks, the pixel format was the mistake! I...

    Thanks, the pixel format was the mistake! I thought the default pixel format would provide alpha, but it doesn't. Simple solution:


    Display.create(new PixelFormat(8, 8, 0));
  11. Replies
    2
    Views
    1,431

    Problem with Alpha Mask

    Hi,

    I've been trying to create an easy (:mad:) test for alpha blending. And even if I've done this so often before, I can now not figure out, how to realise it.
    I only want to show a quad with...
  12. Replies
    4
    Views
    2,567

    Yeah, now it works!:surprise: Thank you very...

    Yeah, now it works!:surprise:

    Thank you very much!
  13. Replies
    4
    Views
    2,567

    Thanks for the fast answer. I reduced the zFar...

    Thanks for the fast answer.

    I reduced the zFar to 20. Unfortunately there's no difference :(. And after changing the depthFunc to GL_LESS, the cubes disappear completely!

    Anyway, the...
  14. Replies
    4
    Views
    2,567

    Overlapping faces of cubes

    Hey,

    I wrote a simple application to show cubes. When rendering a single cube, everything works fine (no overlapping of faces of one cube). But when I render more cubes, some faces overlap faces...
Results 1 to 14 of 14