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    #include requires that be...

    #include <GL/glext.h> requires that <GL/gl.h> be included first, as it defines the typedefs for the symbols that are undefined above.

    Alternatively, you could try including <cuda_gl_interop.h>...
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    You might try posting this on a Photoshop forum...

    You might try posting this on a Photoshop forum as you're more likely to find others that have hit exactly the same problem or could give you targeted Photoshop troubleshooting tips.

    I do notice...
  3. It sounds like step 1 is to get to know the...

    It sounds like step 1 is to get to know the Android MediaCodec better (more links: LINK, LINK, LINK), so that you know which texel encodings and orderings you minimally need to support.

    From...
  4. No, I was only talking about the case for...

    No, I was only talking about the case for avoiding overlap of adjacent triangles in the polyline mesh when laying them out on a 2D plane, not addressing how to avoid overlap when you treat that...
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    Fraps provides some independent verification of...

    Fraps provides some independent verification of what your app's present rate is. That's a double-check for what your app is telling you. PresentMon provides info on both the present rate and the...
  6. Yes. The max blending will cover that. I...

    Yes. The max blending will cover that.

    I thought you were talking about how to get rid of the overlap between adjacent triangles in your polyline mesh. This would do that. However, you can...
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    It could be any one of a number of things. I...

    It could be any one of a number of things. I would start by running Fraps and PresentMon to start getting a sense for what's going on with your app's present rate, display rate, and tp see what path...
  8. Win10, OpenGL, and Full-Screen Exclusive Replacement

    Before I spend any more time digging, I thought I'd just ask.

    From what I can gather, "Full-Screen Exclusive Mode" is no more in D3D12 and Win10. It's been replaced with:


    Windowed Flip...
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    Need more details to even take a stab at this. ...

    Need more details to even take a stab at this.



    Have you installed the latest NVidia graphics drivers? (LINK) Did you do a clean driver install?
    Have you websearched about your problem,...
  10. Well, the first step is to understand where their...

    Well, the first step is to understand where their coming from. I don't know, but it sounds like you're extruding quads (or triangles) independent of how adjacent quads (or triangles) are being...
  11. Ok. Sounds like 2.5D. 2D objects, but they have...

    Ok. Sounds like 2.5D. 2D objects, but they have an implicit ordering or layering to them.



    Ok. That's true if you use additive blending and your incoming fragments aren't opaque. However,...
  12. Yes. Rather than just guessing the right things...

    Yes. Rather than just guessing the right things to optimize, I would highly recommend you profile first. Then optimize the biggest bottleneck. That'll give you the most bang for your buck.

    By...
  13. Possibly. You have to define your requirements a...

    Possibly. You have to define your requirements a bit more precisely though. For instance, are these lines 2D, 2.5D, or 3D? What (blending-wise) do you want to happen in areas where wide line...
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    That's one option, but the one I was thinking of...

    That's one option, but the one I was thinking of was is this:


    pass down a constant MODELVIEW and MVP for the entire character, and then
    have the animation matrices (aka joint skinning...
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    With traditional specification of transform...

    With traditional specification of transform matrices, they're often constant (same at beginning and at the end) during a single draw call. However...

    If you want to change these transforms per...
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    Sure. Here's OpenGL's transformation ordering: ...

    Sure. Here's OpenGL's transformation ordering:


    P*V*M * vobject = vclip


    where:


    P = Projection transform
  17. texelFetch() bypasses any sampler state you've...

    texelFetch() bypasses any sampler state you've got set (including min/mag filters), whereas texture2D() honors that sampler state.



    More specifically, it uses the texture filtering settings in...
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    There are a number of ways to deal with this. ...

    There are a number of ways to deal with this. You could put this rotation in the viewing transform (just change your "up" vector). Or after rasterizing the framebuffer, you could transpose the...
  19. So far, this thread doesn't really seem to have...

    So far, this thread doesn't really seem to have anything to do with OpenGL. I think your best bet is to find some forums for gamers trying to optimize Counterstrike or Halflife performance. You'll...
  20. Right. It's very possible, because the...

    Right.



    It's very possible, because the displacement would be happening in object-space, which may have any orientation w.r.t. the camera (eye-space and clip-space). It could even be edge-on,...
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    Could be. Comment out all your glDraw* calls...

    Could be. Comment out all your glDraw* calls with a primitive type having "LINE" or "POINT" in the name. Then focus on what's left.
  22. This: Projection * View * Model * Pos ...

    This:


    Projection * View * Model * Pos


    transforms an object-space position "Pos" to clip space. This:


    Model * Pos
  23. The unresolved symbols on link imply that you are...

    The unresolved symbols on link imply that you are not linking in the library "glfw3.lib" (or "glfw3_d.lib" in debug mode). This library is in the examples/lib/ directory in the book examples build...
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    Read the Viewing chapter in your favorite OpenGL...

    Read the Viewing chapter in your favorite OpenGL book (for instance, this one), which discusses MODELING, VIEWING, and PROJECTION coordinate space transforms and the intermediate coordinate spaces...
  25. Yeah, those things are a pain, aren't they. I...

    Yeah, those things are a pain, aren't they.

    I rarely boot into Windows anymore, but IIRC this tool was useful to enumerate 1) what's installed, and 2) make it easy to install other versions...
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