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Type: Posts; User: glararan

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  1. Well, there is final code:...

    Well, there is final code: https://github.com/glararan/Qt-OpenGL/commit/2b90e93829f294a0acb866b0eeaffc6e092530a8 but I forgot to remove isCopy.. but compiler let you know what to remove.
    There is...
  2. Last night I read this article:...

    Last night I read this article: https://blog.qt.io/blog/2014/11/20/qt-weekly-20-completing-the-offering-qopenglwindow-and-qrasterwindow/
    If I would deriving just from QWindow this should work like...
  3. 1) When I dont bind VBO while creating VAO app...

    1) When I dont bind VBO while creating VAO app crashes. But I dont want to have multiple vao
    2) Yes I know but it was fast debug, sorry :( GLObject variable vao is for main window where scene is...
  4. Ok so, I'm currently sharing context so I have to...

    Ok so, I'm currently sharing context so I have to recreate for second window vao.

    EDIT:

    So for let this working I had to make this edit:

    void Triangle::Draw(const QMatrix4x4& mvp, bool...
  5. Well I figured out, that problem is located in...

    Well I figured out, that problem is located in Triangle.cpp file in Draw function. It seems VAO can't be shared for multiple windows?


    void Triangle::Draw(const QMatrix4x4& mvp){
    qDebug() <<...
  6. Render one scene to multiple windows with same context

    Hello,

    I read some articles how to draw for example in my case one triangle to two different top-level windows. They are both sharing context.
    My hierarchy is following:
    > Application >...
  7. I have to say this... since driver update it was...

    I have to say this... since driver update it was working, I just recompiled program when I get new drivers.. so what can u say on this?
  8. Yes its sound like driver bug, but other programs...

    Yes its sound like driver bug, but other programs have to compile shaders aswell or not? And they works so there is kind of dark magic I suppose...
  9. How to fix problem when shader compilation result...

    How to fix problem when shader compilation result with "C0204: version directive must be first statement and may not be repeated", my shader files have defined #version as first line and its not...
  10. May I ask for full solution? I can't handle this...

    May I ask for full solution? I can't handle this error with #version in my project. Only solution for me is downgrade from 347.09. Thanks.
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    Hi there, So I made some stuff, but I still...

    Hi there,

    So I made some stuff, but I still need advice.

    I created class called MapCleft for solving these cracks. I define previous and next chunk.. ex. for vertical > previous = left chunk,...
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    Thanks for advice, I will try it and then post...

    Thanks for advice, I will try it and then post feedback.
  13. Replies
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    Oh, sorry about I didn't mentioned tess. shader....

    Oh, sorry about I didn't mentioned tess. shader.

    Yes you're correct, I editing on CPU mapData and sending them to GPU. Yes I have no final control about mentioned vertices produced on GPU.
    ...
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    Hm we don't understand each other :D Whole map...

    Hm we don't understand each other :D

    Whole map (4x4 chunks)
    - Width: 1024
    - Height: 1024
    - Number of patches: 25600 (160 per row/column)

    One chunk
    - Width: 256
    - Height: 256
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    Okay so, if I have 40x40 vertices = 1600 patches...

    Okay so, if I have 40x40 vertices = 1600 patches I should have 42x42 vertices = 1764 patches.

    My chunk heightmap is 256x256 (= 6,4 height values per patch). How this should work? If vertice is...
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    Yes I divided map into tiles and then to chunks....

    Yes I divided map into tiles and then to chunks. I thought its called LoD. I'm not using quadtree, using screen-error.

    I read something about skirts but I don't know how to make them. Yesterday I...
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    Chunks cracks

    Hello,

    I'm here to ask for help.
    I have program for terrain editing, but I went into one problem I can't solve. Between each chunk is crack, how to fix it? I tried google it but I don't...
  18. Thread: FBO cube map

    by glararan
    Replies
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    908

    FBO cube map

    Hello,

    I'm creating FBO cube map, but I'm getting error 1281 on glTexImage2D.

    GPU: nVidia 650M


    GLfuncs->glGenTextures(1, &textureId);
    GLfuncs->glBindTexture(GL_TEXTURE_CUBE_MAP,...
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    glTexSubImage split to more updates

    Hi,

    I need help how to split glTexSubImage3D into small parts. Why? Because its more faster than whole image.

    My discovery: using small parts ex: 1024*1024 times 1x1 pixel is a lot faster than...
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    Then I'm where I was. On the start.

    Then I'm where I was. On the start.
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    So I should revert my change?

    So I should revert my change?
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    I just changed glTexStorage3D it show me whole...

    I just changed glTexStorage3D it show me whole terrain (just from loader), after initializing nVidia driver crashed. No idea why, I will investigate that.
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    Ofc, following code is constructor and bind //...

    Ofc, following code is constructor and bind

    // -- TextureType in header
    enum TextureType
    {
    Texture1DArray = GL_TEXTURE_1D_ARRAY,
    Texture2DArray = GL_TEXTURE_2D_ARRAY
    ...
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    Ok, if its same then following code should be: ...

    Ok, if its same then following code should be:


    #version 400
    #extension GL_EXT_texture_array : enable

    layout(quads, fractional_even_spacing, cw) in;

    in terrainVertex
    {
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    texture to texture array

    Hi,

    I need advice about sampler2DArray. On OpenGL IRC I spoke about fast loading textures throught uniforms. Guys direct me to glTexStorage3D for 2D textures.

    Now I'm trouble with porting...
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