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Type: Posts; User: Dark Photon

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  1. Replies
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    Right. Or -Iinclude/GL. You may also need to...

    Right. Or -Iinclude/GL. You may also need to change #include <glew.h> to #include "glew.h" as well. <> means to look in the system include directories, and "" means to look in user-specified...
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    Yes, for the discrete GPU card case. Yes....

    Yes, for the discrete GPU card case.



    Yes.



    No problem!
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    Another option is nVidia's Cg...

    Another option is nVidia's Cg command-line compiler. For instance:



    cgc -oglsl -strict -glslWerror -nocode -profile gp5vp my.vert


    Or for fragment and geometry shaders, you can use the...
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    You're doing it right. The issue is probably...

    You're doing it right. The issue is probably that your system doesn't have the GLEW header files installed. Typically, headers are in a "*-devel" package.

    For example, GLEW headers would be in...
  5. I suspect you want to read up on...

    I suspect you want to read up on ARB_base_instance and look at the glDrawArraysInstancedBaseInstance API. Alternatively, respecify your vertex attribute pointer(s) between draw calls.
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    First, you need a good mental model to work with...

    First, you need a good mental model to work with here. Conceptually, there are 3 memory spaces:


    App CPU memory (CPU memory owned by your application),
    GL driver CPU memory (CPU memory...
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    Like your first question on your shader program...

    Like your first question on your shader program thread, you're asking good questions here. However, you need to understand each abstraction first: What's it used for? What's in it? How do you...
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    You haven't got a helpful reply on this yet, so...

    You haven't got a helpful reply on this yet, so I'll help you out. Websearch "bbcode". Example hits (the first from this site):

    * https://www.opengl.org/discussion_boards/misc.php?do=bbcode
    *...
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    What you ask is a very general question. The...

    What you ask is a very general question. The complete answer is large and depends on a lot of things you haven't told us yet (about your game, the GPUs and platforms you're targetting, what version...
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    Not sure. I didn't ever run this to ground...

    Not sure. I didn't ever run this to ground because it wasn't really important to me.

    I think the crucial question is: what is the driver doing? For the pixels that you are rendering with...
  11. Please don't cross-post. I've combined your...

    Please don't cross-post. I've combined your threads here.
  12. It disappears because you're redirecting all...

    It disappears because you're redirecting all rendering away from the system framebuffer to the FBO. Then you (apparently) don't do anything to use the results of that off-screen FBO. Result:...
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    Brings back something I recall from years ago. ...

    Brings back something I recall from years ago.

    * Re: FSAA rendering problem (12/2007)

    Your description reminded me of this. Don't know if it still works like this or not.
  14. Your shadowMat transforms from world-space. But...

    Your shadowMat transforms from world-space. But your vertex shader logic implies that position is both an object-space position and a world-space position? Which is it? (or is your modeling...
  15. Given that you can get this to work under a...

    Given that you can get this to work under a different camera rotation suggests that the issue isn't a problem with loading the textures, creating the OpenGL textures, compiling/linking your shaders,...
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    Does the corruption correlate to prerendering...

    Does the corruption correlate to prerendering with a specific shader program or set of shader programs?

    Is it possible that some of the shaders are pulling from resources (vertex attribs,...
  17. Please surround code blocks with ... or...

    Please surround code blocks with ... or [code]...[/nocode] blocks. It makes it much more readable, and improves your chance of someone sifting your post and giving you a helpful response. I've...
  18. There are a number of options here. First, just...

    There are a number of options here. First, just bind a a texture with a solid color that (when sampled and applied) will result in a change which effectively omits the texturing computation. For...
  19. See the upper-right box at: *...

    See the upper-right box at:

    * https://www.opengl.org/wiki/Rectangle_Texture

    Looks like you need to install OpenGL drivers that support at least OpenGL 2.1 (assuming ARToolkit will use texture...
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    Really? No GL error but actual GPU memory...

    Really? No GL error but actual GPU memory corruption caused by reading from a texture of the wrong type? Wow. I'm going to have to remember that one.

    By undefined, I'd expect bogus reads but...
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    It's not clear what you're asking about. What do...

    It's not clear what you're asking about. What do you mean "color render statement"? Please clarify.

    Are you asking for how the color vertex attribute array gets passed into the GPU shader program,...
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    Yes. That's by far the best way to go. For...

    Yes. That's by far the best way to go. For basic single animation track skeletal playback, you can animate thousands of skeletally animated character this way -- much, much more cheaply than you...
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    Rather than give you a fish, I'll teach you. ...

    Rather than give you a fish, I'll teach you.

    Go here:

    * http://www.opengl.org/registry

    Specifically, look at the "GLSL Specification":

    *...
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    Don't know about OSX, but most (all Linux...

    Don't know about OSX, but most (all Linux distros) put 32-bit libs in .../lib and 64-bit libs in .../lib64.

    Instead try: -L/usr/local/lib64 (if youre OSX box has your 64-bit libGL.* libs in...
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    Yep. There are things you can do to try...

    Yep.



    There are things you can do to try and reduce the hit of stencil shadows, but there are no two ways about it: They can be very heavy on fill, if you can't bound the drivers of that fill. ...
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