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Type: Posts; User: mhagain

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  1. Replies
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    This depends. The free VMWare Player, for...

    This depends.

    The free VMWare Player, for example, provides hardware accelerated OpenGL 2.1 on Windows via Gallium and is capable of running something like Quake at 250 fps on Intel integrated...
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    A word of warning - using glGetProgramBinary the...

    A word of warning - using glGetProgramBinary the binary format is allowed be implementation-dependent, so any inferences you may draw from results on one implementaion may not necessarily hold good...
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    No. It's good for you to not always be given...

    No. It's good for you to not always be given what you want. Go do it yourself; learn.
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    Same end result; stride=sizeof(dataype) is...

    Same end result; stride=sizeof(dataype) is tightly-packed in this case.
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    It would be helpful if you said what graphics...

    It would be helpful if you said what graphics card you currently have.

    And yes, even a 2D game can generate a heavy workload: whether a game is 2D or 3D is not very relevant.
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    In OpenGL with GLSL you take a vertex shader, a...

    In OpenGL with GLSL you take a vertex shader, a fragment shader, and optionally other shaders, compile them, then link them together into a single program object. From that point onwards you operate...
  7. I would suggest that flipping between...

    I would suggest that flipping between glTexStorage and glTexImage in this manner is not recommended. There are differences in the texture object created by either which can be siginificant...
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    Can you not write one yourself? Have you even...

    Can you not write one yourself? Have you even tried to write one yourself? Nobody's going to write one for you, you know. You'll have to demonstrate that you're at least capable of being...
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    And what is your actual problem?

    And what is your actual problem?
  10. What's your value for glClearStencil...

    What's your value for glClearStencil? Also, in OpenGL (and contrary to what you might expect) clears are affected by the current buffer writemasks; what this means is that if glStencilMask is 0 then...
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    Just adding to what everyone else is saying here....

    Just adding to what everyone else is saying here.

    For a texture array in non-DSA OpenGL:
    void glTexSubImage3D(GLenum target, // GL_TEXTURE_2D_ARRAY
    GLint level, //...
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    The word is "please", not "plz". Using "plz"...

    The word is "please", not "plz". Using "plz" just makes you seem like a "plz give me the codes!" person who generally have a low reputation in communities where a certain amount of ability to help...
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    In this case memory usage is quite unimportant,...

    In this case memory usage is quite unimportant, but as a general rule beware of "every byte counts" thinking when it comes to programming with a hardware accelerated 3D API. There are several cases...
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    The other thing that occurs to me - you mentioned...

    The other thing that occurs to me - you mentioned this happens in a destructor, so I am assuming that you're using C++ - are you absolutely certain about when your destructors run (and the order they...
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    What about the values of cRed, cGreen and cBlue? ...

    What about the values of cRed, cGreen and cBlue? Are they initialized?

    Also worth trying - since cRed, cGreen and cBlue seem to be of unsigned char type:
    glColor4ub (cRed, cGreen, cBlue,...
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    Look for unitialized local variables - this is...

    Look for unitialized local variables - this is the most common cause of this kind of behavioural difference between debug and release builds.
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    A probable cause is cleaning up GPU-allocated...

    A probable cause is cleaning up GPU-allocated objects such as textures, buffers, etc. Since you say you're also using the software GL 1.1 implementation I'm going to assume that you haven't created...
  18. Thread: Random Values

    by mhagain
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    AFAIK it's actually conformant for all of the...

    AFAIK it's actually conformant for all of the noise() functions to just return 0 every time they're used.

    An alternative is to pre-generate the noise into a texture, then do a lookup using the...
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    Yes; contrary to what you might expect if your...

    Yes; contrary to what you might expect if your experience is with C++ objects, pointer assignment just assigns the pointer. It does not assign that-which-is-pointed-to.

    So if you have a pointer A...
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    The Intel HD 4000 does have stencil support, and...

    The Intel HD 4000 does have stencil support, and it's possible to create a context with a 24/8 depth/stencil buffer using either native WGL (I don't know about GL on other platforms) or D3D, so this...
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    This can be hardware-dependent. If your graphics...

    This can be hardware-dependent. If your graphics hardware does not support a stencil buffer, then no amount of asking for one will give you one. It's always useful if you say what your hardware is....
  22. It's difficult to say what the cause of your...

    It's difficult to say what the cause of your problem is because you have most everything hidden behind an OO layer (which you don't provide code for); for example:
    court_shader_ptr->use();Your cause...
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    glutSwapBuffers is just going to be a wrapper...

    glutSwapBuffers is just going to be a wrapper around the platform-native SwapBuffers implementation. If you're not using GLUT (and this part is confusing because you've posted code that uses GLUT)...
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    APPLE here indicates it's a vendor-specific...

    APPLE here indicates it's a vendor-specific extension, in this case supplied by Apple's OpenGL implementation. Sometimes vendor-specific extensions are adopted by multiple vendors and become -EXT.
    ...
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    There's so much wrong with this code that it's...

    There's so much wrong with this code that it's difficult to know where to start.

    You're mixing extension and non-extenstion versions of function calls and enums.

    You're mixing VAOs with legacy...
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