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: arekkusu

Page 1 of 20 1 2 3 4

Search: Search took 0.04 seconds.

  1. Also, it doesn't really matter what format you...

    Also, it doesn't really matter what format you used for TexSubImage. The internalformat set by TexImage (or TexStorage) is what dictates the alpha channel.

    For example, if you TexImage RGBA8,...
  2. Replies
    8
    Views
    535

    Try linking OpenGL: LIBNAME=-lSDL2 -lGLEW...

    Try linking OpenGL:

    LIBNAME=-lSDL2 -lGLEW -framework OpenGL
  3. Replies
    5
    Views
    290

    s/thousands/millions...

    s/thousands/millions/
  4. Replies
    8
    Views
    535

    AGL is fat: $ file...

    AGL is fat:

    $ file /System/Library/Frameworks/AGL.framework/Versions/A/AGL
    /System/Library/Frameworks/AGL.framework/Versions/A/AGL: Mach-O universal binary with 2 architectures...
  5. Replies
    8
    Views
    535

    OSX uses fat binaries...

    OSX uses fat binaries. All of the GL-related libraries shipped with the system are fat.


    Try the "file" command on each of the libs you are linking. Fix your build for whichever one isn't...
  6. The only way you will get this error is with a...

    The only way you will get this error is with a legacy 2.1 context. When the error occurs, verify glGetString(GL_VERSION). Also check CGLGetCurrentContext(); contexts are set per-thread, perhaps you...
  7. Learn about profiles...

    Learn about profiles. See also platform documentation about profiles.
    TLDR: On OSX, GL3.2 and later contexts are always core and forward-compatible; all deprecated features are removed.

    If you...
  8. Yes. You could query GL_SHADING_LANGUAGE_VERSION...

    Yes. You could query GL_SHADING_LANGUAGE_VERSION or the shader log to figure this out.
  9. Replies
    5
    Views
    517

    Look at Microsoft's pretty pictures...

    Look at Microsoft's pretty pictures to understand the mipmap layout differences.

    Look at Nvidia's sample code to understand the applications.
  10. Replies
    8
    Views
    615

    Vertex Attribute Stride...

    Vertex Attribute Stride
  11. Except for subroutine uniforms, which are reset...

    Except for subroutine uniforms, which are reset every time.
  12. Replies
    35
    Views
    2,140

    It was introduced in EXT_gpu_shader4...

    It was introduced in EXT_gpu_shader4, way back in 2006.
  13. Yes, this is the simplicity of SBS; the TV takes...

    Yes, this is the simplicity of SBS; the TV takes care of stretching the left & right halves of the display and all the synchronization with 3D glasses.

    Half-resolution also partially offsets the...
  14. A very simple alternative is to set your 3DTV to...

    A very simple alternative is to set your 3DTV to SBS mode. Create a normal double-buffered window, and render your scene twice with appropriate projection/viewport/scissor. Pros: no special...
  15. That's what beta testers and assert builds are...

    That's what beta testers and assert builds are for. After you've resolved all failures, turn off validate/geterror/etc in your release builds.
  16. See the...

    See the previous threads.

    Highlighting the important part of the documentation:


    So: if your validation is part of your shader loading, consider re-factoring it into a wrapper around your draw...
  17. So, you are arguing that API should not change...

    So, you are arguing that API should not change after the initial publication.
    Khronos disagrees, and changed several prototypes in 2012 (see appendix L of the GL4.2 spec.)

    Since they don't...
  18. So, the man page...

    So, the man page derived from the GL3.3 specification matches the old GL3.3 headers. And the man page derived from the GL4.5 specification matches the GL4.5 headers. What is the bug?
  19. Why do you think that is a bug?

    Why do you think that is a bug?
  20. Read: "Why no fully programmable blend?...

    Read: "Why no fully programmable blend?" (and the surrounding articles... consider your algorithm's read-write ordering with thousands of processors running in parallel.)


    This has been defined...
  21. Replies
    3
    Views
    629

    Is that the complete trace? It doesn't show any...

    Is that the complete trace? It doesn't show any calls to glGenBuffers, so all of your glBindBuffer calls (i.e. the element array, uniform buffer) should be invalid (because core profile doesn't allow...
  22. Read: "Why no fully programmable blend?...

    Read: "Why no fully programmable blend?"

    The closest option on desktop GPUs is NV_texture_barrier (recently promoted.)
  23. If you're using glCopyTexImage, simply give it a...

    If you're using glCopyTexImage, simply give it a compressed <internalformat>. Then use glGetCompressedTexImage to retrieve the bytes.



    Some platforms have solutions for cross-process surface...
  24. That man page is wrong; smoothstep() has been...

    That man page is wrong; smoothstep() has been there since the very beginning (100, 110 and 120.)
  25. Replies
    2
    Views
    772

    Your GPU supports GL 4.1...

    Your GPU supports GL 4.1 in OS X 10.9.
    But only if you opt in to Core Profile.

    You'll have to figure out how to do that in Java.




    Many features of GL3.x (fbos & blits, float & integer...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4