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  1. Replies
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    This will certainly happen and certainly for one...

    This will certainly happen and certainly for one more other reason: vulkan drivers and OpenGL drivers will behave more like the same. For example, if there's a bug in the vulkan driver, it will also...
  2. Well, at first read, nothing look bad. You'll...

    Well, at first read, nothing look bad.

    You'll have to put debug information to ensure how many faces (and many other relevant information) you are rendering in both situation. You can even debug...
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    Well, and as Dark Photon said, that's not that...

    Well, and as Dark Photon said, that's not that bad. It is even very good to start.
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    There's also something wrong with your aspect....

    There's also something wrong with your aspect. You calculate it once for all when creating the window. Then when the window gets resized, one would expect this ratio to change. Always calculate the...
  5. Haven't tried it thought, however I would expect...

    Haven't tried it thought, however I would expect that the GLSL sign function would return 0 both when given +0 or -0 as argument. Otherwise this function will be far less attractive.
  6. Some parts of your post woke up some forgotten...

    Some parts of your post woke up some forgotten things about that old passed... However Windows NT 'died' when Windows 2K came, which was the first Windows from NT family to have good full support of...
  7. According to this...

    According to this, sign can be -1, 0 or +1.

    The fact that it can change during the same draw call seems to indicate that shininess value changes.

    So, what is shininess ? An uniform ? In that...
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    You will probably have less CPU usage, but in...

    You will probably have less CPU usage, but in another hand, you'll certainly raise your GPU usage...

    Here is an (old) link I could have find:...
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    And where is the segmentation fault (file, line,...

    And where is the segmentation fault (file, line, pointer which induce this) ?
    Debug your program in order to know that.
  10. Hard to tell like this. You might: * Exceed...

    Hard to tell like this.

    You might:

    * Exceed some OpenGL maximum values (ie GL_MAX_ELEMENTS_VERTICES, GL_MAX_ELEMENTS_INDICES, GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB or any others)
    * Do something...
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    Yes, this should do the thing. If not, tell us in...

    Yes, this should do the thing. If not, tell us in what way.
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    The way people are generally doing it is...

    The way people are generally doing it is something like this:

    With the empirical method:

    Have a material that matches metals (with setting ambient, diffuse, specular and shininess)
    Use this...
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    True. Under Windows it should be called...

    True. Under Windows it should be called OpenGL32.dll
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    You're most certainly looking for...

    You're most certainly looking for glutPostRedisplay. Call it at the end of your reshape function.
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    Try to add "-lGL" also. This is where "common"...

    Try to add "-lGL" also. This is where "common" OpenGL function symbols are defined.
  16. This might be referenced and documented also.

    This might be referenced and documented also.
  17. From this page...

    From this page (http://feedback.wildfiregames.com/report/opengl/feature/GL_MAX_EVAL_ORDER#10), it seems that it might be due to the fact that you are using the lowest version of the GT 6xx. For...
  18. This is the normal value. It should be the same...

    This is the normal value. It should be the same on Linux. See this link:

    http://feedback.wildfiregames.com/report/opengl/device/GeForce%20GT%20620

    On Linux you might have been using a different...
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    You can try something similar to this (adapt the...

    You can try something similar to this (adapt the angles, here given in degrees for simplicity):



    if (angle.x > 89) angle.x = 89;
    else if (angle.x < -89) angle.x = -89;
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    Assimp...

    Assimp supports md5 (with limitations) as well as other formats which should do it too.
  21. Well, after a new read plus some researches on...

    Well, after a new read plus some researches on the internet, right this construct looks used. Certainly more by low-level coders. It's just a goto-like statement for coders who need such a construct...
  22. Understood. However, all loops require extra-work...

    Understood. However, all loops require extra-work for the CPU/GPU whereas conditions are very, very fast.

    There might have any interesting situations where one might do such a construct. But I...
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    If you have troubles with Assimp, then the best...

    If you have troubles with Assimp, then the best thing would be to inform them. You have their forum and also their mailing list. If you think you found a bug, then their bug tracker would be the best...
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    PBR is not related to GLM. GLM is just a...

    PBR is not related to GLM. GLM is just a mathematical library whereas PBR are ways to simulate more accurately how light is interacting with matter, following some real physical laws, instead of...
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    No. Shadow-mapping is an imagery technic, no need...

    No. Shadow-mapping is an imagery technic, no need to specialize according to any potential kind of objects.
    If it works for one object, it should work for all objects provided you have the same...
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