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Type: Posts; User: Alfonse Reinheart

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  1. Replies
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    You might have copied from an older version of my...

    You might have copied from an older version of my example, where I omitted a `glNamedBufferStorage` call for `gridiboID`. The current version should work, but the code you posted is missing that...
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    It doesn't work because of this line: ...

    It doesn't work because of this line:



    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);


    VAO state includes the buffer bound to GL_ELEMENT_ARRAY_BUFFER. So you don't need to unbind it.

    That...
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    That may be because there is no such thing. I...

    That may be because there is no such thing. I mean, there are certainly vertex array objects, but they do not represent anything that would be called a "pipeline".

    Also, your code doesn't seem to...
  4. You can consider it unacceptable all you like,...

    You can consider it unacceptable all you like, but if it is true, then it is true. If Cocos2D really isn't meant to be threaded, then there is nothing you can do about that. It certainly would not be...
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    That would mean you couldn't do something like...

    That would mean you couldn't do something like having a diffuse color come from an array texture. That seems unnecessarily limiting.
  6. You are creating an array of structs in GLSL. The...

    You are creating an array of structs in GLSL. The tutorial in question is not. The tutorial's shader doesn't take an array of structs; it takes a single struct. The tutorial stores multiple copies of...
  7. glVertexAttribPointer is used to feed...

    glVertexAttribPointer is used to feed floating-point attributes. If you want to feed an integer attribute, you must use glVertexAttribIPointer.

    Using GL_UNSIGNED_INT, unnormalized, with...
  8. I disagree with the idea the GLFW is a "'toy'...

    I disagree with the idea the GLFW is a "'toy' toolkit".

    GLUT is primarily for creating demo applications. It has some input capability, but nothing substantial. GLFW however is able to do a lot...
  9. It shouldn't. The specification is very clear...

    It shouldn't. The specification is very clear about this: arrays of arrays are treated like arrays of structures. Each array element has its own program index. Whether it has a location depends on:
    ...
  10. No, it is not needed: The specification...

    No, it is not needed:



    The specification cannot be more clear on this. This statement in the spec is followed by examples:



    in Light {
    vec4 LightPos;
  11. ... in a sense, yes, but not the way you want. ...

    ... in a sense, yes, but not the way you want.

    This:



    myUBO.arrays[0][0][0], myUBO.arrays[0][0][1], myUBO.arrays[0][0][2]


    Is a compile error. The name of variables in an interface...
  12. `array[2][5][3]` lacks a type declaration and is...

    `array[2][5][3]` lacks a type declaration and is therefore not legal.

    It's also important to recognize that there's a difference between `float array[2][5][3]` and `float[2][5][3] array`.

    Can...
  13. It shouldn't. The OpenGL specification is very...

    It shouldn't.

    The OpenGL specification is very clear on this. An array of arrays works identically to an array of structs. Therefore, your `arrays` definition ought to result in 10 separate...
  14. The whole point of persistent mapping is that you...

    The whole point of persistent mapping is that you don't unmap it.
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    That is incorrect. Interface block instance names...

    That is incorrect. Interface block instance names don't have to match. So the VS does not have to use the instance name `VertexIn` on the interface block.

    Now, the output interface block name...
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    You should always look at your compilation and...

    You should always look at your compilation and linking errors. I know you didn't, because they would otherwise have told you what I'm about to tell you.

    Interface matching between stages requires...
  17. If you're not using a PBO to upload texture data,...

    If you're not using a PBO to upload texture data, then what OpenGL will do is read data from your pointer into an internal buffer. It will then DMA from that buffer into video memory asynchronously....
  18. Actually, it can't. All OpenGL functions (except...

    Actually, it can't. All OpenGL functions (except those that end in "Pointer") are required to be finished using the pointers you pass them by the time the function returns. So either they do the...
  19. None. Unless you persistently mapped that...

    None.

    Unless you persistently mapped that buffer (which you did not), it's illegal to perform any OpenGL operation on that buffer which writes to or reads from it while it is mapped. You must use...
  20. How do you define "scalable"? Scalability is...

    How do you define "scalable"? Scalability is usually defined in terms of performance. After all, any solution will work if you throw enough hardware at it. You could re-render each mesh for every...
  21. But that structure doesn't correspond to your...

    But that structure doesn't correspond to your original data at all.

    glm::mat4 is, for all intents and purposes, an array of 16 floats. Not a pointer to 16 floats, an actual `float[16]` array.
    ...
  22. If by that you mean that Vulkan will never, ever...

    If by that you mean that Vulkan will never, ever be available on a Mac, then yes.

    Otherwise, I wouldn't hold my breath.
  23. No, this would generally be a terrible idea. It...

    No, this would generally be a terrible idea. It would be very difficult to make such a thing seamless, since that requires getting the invariance rules right.



    glBegin/glEnd were removed from...
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    To add a rather different opinion... I say that...

    To add a rather different opinion... I say that if it's possible, learn OpenGL 4.5. Why?

    Because it's the OpenGL version that makes the most sense.

    OpenGL has had a lot of stupid bits in it...
  25. Neither of these statements are true. Your code...

    Neither of these statements are true. Your code simply doesn't create proper integer textures.
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