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  1. AMD doesn't hide the counters. The counter can't...

    AMD doesn't hide the counters. The counter can't be specify because the counters are different even between a Radeon 7800 and a 7900.

    The counters reflect hardware blocs.

    Even with a...
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    If you are not capable of reporting GLSL compiler...

    If you are not capable of reporting GLSL compiler error message, then you are still a buggy driver.

    So even this specificity, Apple doesn't support it correctly.
  3. The issue was that mamo had wrong expectation for...

    The issue was that mamo had wrong expectation for the quaternion constructors. It doesn't take an axis and an angle but there is a function for that called angleAxis.
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    What the specification says is that the type is...

    What the specification says is that the type is signed but the values assign to that type can't be negative... Yes GLsizei is a int which I agree is a strange idea.
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    I haven't read the entire thread so sorry if I am...

    I haven't read the entire thread so sorry if I am off topic but I wonder whether the issue isn't that you expect too much of conditional rendering.

    With conditional rendering, only Draw and Clear...
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    It's similar but not exactly the same.

    It's similar but not exactly the same.
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    textureGather sampling artifacts.

    Hi,

    I am trying to use textureGather to build a custom shadow filter but I am running into sampling artifacts that I presume are due to precision issues (both on AMD and NVIDIA).

    The following...
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    OpenGL drivers database

    There is a great online database here: http://delphigl.de/glcapsviewer/listreports.php but I fell it needs more submissions to keep it update.

    Would you mind guys to contribute to this database?...
  9. That might be unfortunate but the GLSL...

    That might be unfortunate but the GLSL specifications define both. As GLM is trying its best to follow GLSL specification, the library is following this convention as well.

    If you include...
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    I am afraid that this is not supported...

    I am afraid that this is not supported...
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    There are many constants available in GLM now:...

    There are many constants available in GLM now: http://glm.g-truc.net/api-0.9.4/a00145.html
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    Sounds like your dream care true:...

    Sounds like your dream care true: http://www.opengl.org/registry/specs/INTEL/map_texture.txt
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    Could the stride parameter be a variable which...

    Could the stride parameter be a variable which content would be fetched from a register file?
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    First the stride parameter needs to be a binding...

    First the stride parameter needs to be a binding parameter. It allows to reusing the same vertex formats but data that is dispatched into various number of buffer. Typically we can expect cases where...
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    OpenGL 4.3 review available:...

    OpenGL 4.3 review available: http://www.g-truc.net/doc/OpenGL4.3review.pdf :)
  16. Hi, I forgot whether I suggested it already or...

    Hi,

    I forgot whether I suggested it already or not but a feature that I would love to see in GLIntercept is an overloaded version of glValidateProgram and glValidateProgramPipeline adding tests...
  17. My little finger is telling me that internal AMD...

    My little finger is telling me that internal AMD drivers already have fixes for what you reported :p

    Keep reporting your bugs because chances are that nobody reported this issue before.

    Here is...
  18. Very nice! I should probably consider adding this...

    Very nice! I should probably consider adding this to GLM. I create a ticket for that https://github.com/Groovounet/glm/issues/11.

    Thanks!
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    lol, +1 on the popcorns.

    lol, +1 on the popcorns.
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    Poll: I'll say yes as far as we keep a light theme too.

    I'll say yes as far as we keep a light theme too.
  21. Is there really still people using OpenGL with a...

    Is there really still people using OpenGL with a client and a server not being the same computer?
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    Re: GLM order of transforms

    glm::translate is equivalent to creating a translation matrix and multiplying this matrix by the one passed in parameter except that this operation is optimized.
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    Re: GLM order of transforms

    "pvm = projectionMatrix*viewMatrix*modelmatrix;"

    You created a MVP matrix, not a PVM one... if this matter.
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    Re: GLM question: transpose a vector?

    If you are working with a matrix then:

    mat4 m;
    vec4 v;
    ...

    v * m is the transposed version of m * v and this is following the GLSL specification.

    Furthermore, this code is properly...
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    MacOS X 10.8, OpenGL support?

    Hi guys,

    MacOS X 10.8 announced today, any info on the OpenGL version support? 3.3, 4.0?
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