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    Unless the number of distinct shapes is...

    Unless the number of distinct shapes is particularly large, I'd be inclined to perform the extrusion on the CPU, then use either instancing or fake instancing (adding an integer attribute containing...
  2. Your update() function never gets called. You...

    Your update() function never gets called. You need to call glutTimerFunc() from within main() to have it called the first time.
  3. Use glutTimerFunc() or glutIdleFunc() to cause a...

    Use glutTimerFunc() or glutIdleFunc() to cause a function to be called continuously. That function should update the rotation angle then call glutPostRedisplay() to cause the window to be re-drawn.
    ...
  4. You don't appear to be creating a window. No...

    You don't appear to be creating a window. No window means no context, and you can't call any OpenGL functions (or glewInit()) without a context.
  5. Simply don't use samplers. They aren't necessary....

    Simply don't use samplers. They aren't necessary. They're just a mechanism for storing sampling state as a separate object rather than as part of the texture.
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    The closest is glBindBuffersBase() and...

    The closest is glBindBuffersBase() and glBindBuffersRange(), which can bind to a contiguous sequence of binding points for a single target (uniform, shader storage, atomic counter or transform...
  7. No, on both counts. If you want additional...

    No, on both counts.

    If you want additional features, you need to either get a video card which supports them, or use Mesa.
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    You may be running into limitations which are...

    You may be running into limitations which are imposed upon new accounts in order to mitigate spam. But aside from that, the "insert image" feature hasn't been particularly reliable lately, and the...
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    In these two situations, there's no difference...

    In these two situations, there's no difference between a 3D texture and a 2D array texture (apart from the size of the data when using glGetTexImage() for a level other than zero). The differences...
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    There's more to it than that. In particular, the...

    There's more to it than that. In particular, the memory architecture is very important for a GPU, because GPU code tends to have a much higher ratio of memory access to processing compared to a CPU....
  11. That just means that the extension is written...

    That just means that the extension is written against OpenGL 1.1, and could theoretically be provided by an implementation which otherwise only implements OpenGL 1.1. It isn't implemented by the...
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    You can't eliminate the vertex shader, but for...

    You can't eliminate the vertex shader, but for rendering a quad you're only dealing with four vertices, so the overhead is negligible.
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    Fake instancing, i.e. obtain the transformation...

    Fake instancing, i.e. obtain the transformation data from a texture indexed using gl_VertexID/4 (you should be using four vertices per quad and glDrawElements() rather than duplicating two of the...
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    OpenGL rendering operations involve modifying a...

    OpenGL rendering operations involve modifying a 2D grid of pixels. You can't directly render primitives into a voxel grid. So you can either:

    - render each layer as a separate operation,
    - attach...
  15. Did you remember to re-declare gl_ClipDistance[]...

    Did you remember to re-declare gl_ClipDistance[] with an explicit size? I don't see it in the posted code.
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    "location" is correct for uniforms in the default...

    "location" is correct for uniforms in the default uniform block, "binding" is correct for uniform blocks and for atomic counters.

    It seems likely that the compiler accepts any layout qualifier...
  17. The size needs to be enough to cover all enabled...

    The size needs to be enough to cover all enabled clip planes. The elements corresponding to enabled clip planes need to be assigned to. Elements corresponding to non-enabled planes don't need to be...
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    No. Only textures may be bound as images, so...

    No. Only textures may be bound as images, so you'll need to render or blit the texture to the default framebuffer.

    Note that while EGL allows you to bind an EGLSurface as a texture, this only...
  19. This is incorrect. Having rendered to a...

    This is incorrect.

    Having rendered to a multisample texture, you can either blend the samples by blitting to a non-multisampled framebufer (texture, renderbuffer or default framebuffer), or you...
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    Instancing lets you generate m*n vertices with...

    Instancing lets you generate m*n vertices with only O(m+n) elements in your attribute arrays. The biggest saving is when both m and n are large.

    If you don't need instancing, you can avoid the...
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    I would expect any graphics card using an AMD or...

    I would expect any graphics card using an AMD or Nvidia GPU to handle at least 3.3, and probably 4.x.

    You don't need to change anything else so long as the motherboard has a PCIe x16 slot (with...
  22. But that's the only reason that multisample...

    But that's the only reason that multisample textures (glTexImage2DMultisample() etc) exist. There wouldn't be much point in having them otherwise.
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    That's incorrect. Only GL_POLYGON, GL_QUAD_STRIP...

    That's incorrect. Only GL_POLYGON, GL_QUAD_STRIP and GL_QUADS are deprecated.
  24. glVertexAttribFormat() always generates floats....

    glVertexAttribFormat() always generates floats. It can't tell that the GLSL variable will be an integer (the shader may not be bound or even exist when the attribute arrays are set up).
  25. Texture atlas: Con: "bleeding" between tiles,...

    Texture atlas:
    Con: "bleeding" between tiles, can't use it for tiles that need to wrap.
    Pro: works with any version.

    Texture array - are you talking about a uniform array of 2D textures (i.e....
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