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  1. See the references to "modelview" on the...

    See the references to "modelview" on the glLight*() API man page. In particular, for GL_POSITION and GL_SPOT_DIRECTION.

    Here are a few helpful links related to your problem:

    * OpenGL Wiki:...
  2. In your "rendering code" snippet, does...

    In your "rendering code" snippet, does glGetUniformLocation() return a value >= 0? It should. But I ask because if it returns -1, then the glUniform1i() call will be a no-op and you'll get no GL...
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    Is this a "Suggestion for the next release of...

    Is this a "Suggestion for the next release of OpenGL"? If so, you should move your thread to that forum.

    (If you can't, let us know and we'll do it.)
  4. I haven't dug through your code yet, but here's a...

    I haven't dug through your code yet, but here's a working program from deadc0de that renders into and does lookups from a cube map for the purposes of casting point light-source shadows:


    //...
  5. Thread: Viewport

    by Dark Photon
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    Yes, that's fine. Here's a sketch...

    Yes, that's fine.

    Here's a sketch of how OpenGL transforms coordinates. See the end where glViewport is mentioned. Basically, when the pipeline gets to Normalized Device Coordinates (NDC), your...
  6. Implicit in a GPU driver supporting a specific...

    Implicit in a GPU driver supporting a specific version of OpenGL is that it supports the core features of that version in hardware, not software.

    This isn't a requirement, but you can imagine...
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    Ok. Well I don't find an exact match for your...

    Ok. Well I don't find an exact match for your GPU, but it appears to be from the GeForce 6 generation (2005-2006), and is capable of OpenGL 2.1:

    *...
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    Check for GL errors...

    Check for GL errors. As-is, you're program is generating them. Find/fix those first.

    Comment out your camera image render. Can you see your teapot?

    Also, to rule out depth occlusion, disable...
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    Which GPU do you have now? We could give you...

    Which GPU do you have now? We could give you more details if we knew that.

    First off, the starting point for NVidia drivers is the NVidia Driver Download page. Just websearch "nvidia download"...
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    No problem. Glad you've got it solved.

    No problem. Glad you've got it solved.
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    Take your window-space "mouse click" position at...

    Take your window-space "mouse click" position at the near or far clip plane, and transform it back into whatever space you're interested in (OBJECT, WORLD, or EYE SPACE). This is one use for...
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    That sounds right to me. It's not the context...

    That sounds right to me. It's not the context you're wanting to be active anyway.




    That sounds right to me too.



    I think the answer to your question can be found by searching the...
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    You didn't specify what "desired" is, what the...

    You didn't specify what "desired" is, what the problem is, or what you've tried to do yourself to solve the problem.

    This isn't a debugging service. Give it a try yourself, and then ask some...
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    It worked right off the bat for me. Fetch from...

    It worked right off the bat for me.

    Fetch from here: https://sourceforge.net/projects/bugle/

    Now build:


    tar -xojvf bugle-0.0.20150628.tar.bz2
    cd bugle-0.0.20150628
    scons
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    It sounds like you've found the other GL code...

    It sounds like you've found the other GL code that was fouling up your state: Qt. I suspect now it's down to just reading up and figuring out how to properly use OpenGL in a Qt application.


    ...
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    Yes. Strictly speaking, no. You can just...

    Yes.



    Strictly speaking, no. You can just bind an unused ID and it'll create a new VAO on that ID. The helpful thing about the glGen* functions is you don't have to keep track of what IDs you...
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    Your prints are a bit difficult to digest because...

    Your prints are a bit difficult to digest because they all say ENABLED and don't use the best formats for type and pointer. But I think I see what you did.

    You know your app better than we do, so...
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    Have you checked for GL errors (link...

    Have you checked for GL errors (link)?

    If you find one, identify which GL call is triggering it. That will give you clues.

    Does your code work properly if you inline the code DrawPixels calls...
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    Yes, except that you need to add some printf()...

    Yes, except that you need to add some printf() after each one of the glGetVertexAttrib* calls so you/we can see what the value of each VAO state setting is.

    I didn't show this because I thought...
  20. That's a good starter list. A few additions to...

    That's a good starter list. A few additions to them:
    1) Texture atlas con: unwanted cross-image filtering can be a real pain to avoid, particularly if you use MIPmaps.
    2) Texture atlas: your pro...
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    Really? Maybe I'm missing something but that's...

    Really? Maybe I'm missing something but that's very strange.

    So if you take the above and comment out the glGenVertexArrays() call you've pasted in Draw it doesn't work?

    Are you sure the...
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    Ok. Try also copying...

    [/I]I did what you suggested and my draw looks like this:


    void Draw()
    {
    // setupDrawingBuffers();
    glBindVertexArray(VAO);
    ...
  23. I'm not 100% certain, but it sounds like the...

    I'm not 100% certain, but it sounds like the ARB_ES3_1_compatibility extension may require a compatibility context.



    It does seem like a bug. Here are a few other things to try/check: verify...
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    What GPU drivers are you using? (e.g. query and...

    What GPU drivers are you using? (e.g. query and print GL_VERSION, GL_RENDERER, and GL_VENDOR)

    Also are you using a core or a compatibility context here (e.g. what's your context create call look...
  25. Related: * ...

    Related:

    * https://gamedev.stackexchange.com/questions/31651/trouble-with-collada-bones

    See knight666's description, code, and procedure for drawing the joint skeleton given what COLLADA...
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