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Type: Posts; User: Aleksandar

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  1. It does if you need to overlap artificially...

    It does if you need to overlap artificially generated image and the picture from the real camera, link in augmented reality.
    In that case, the following parameters of the sensor are important to...
  2. OpenGL is not a language, but an API. ...

    OpenGL is not a language, but an API.


    Fairly simple. Just find some beginner's tutorial.


    More advanced topic. You could search for the solution on the net. Something like this might be...
  3. Actually, it is not! FOV depends on the viewer's...

    Actually, it is not! FOV depends on the viewer's distance from the monitor.

    In order to make analysis simpler, let's assume the human eye is a standard camera sensor. Since the focal length of the...
  4. OK, then the distortion is a side effect of the...

    OK, then the distortion is a side effect of the wide field-of-view (FOV).
    Narrow down the FOV and move camera back (i.e. set the first parameter of gluPerspective() to 40 or 45).
  5. Wrong aspect of the viewport!

    Wrong aspect of the viewport!
  6. You can think in terms of "global" or "local"...

    You can think in terms of "global" or "local" coordinate system. If you are thinking in the global coordinate system, the transformations affect an object by changing its position/orientation in...
  7. Exactly! The rendering thread (in my opinion)...

    Exactly! The rendering thread (in my opinion) should be the only one that communicate with the driver through OpenGL calls.


    Probably, but you cannot transfer data faster than your system...
  8. Who said that you should, or even could, access...

    Who said that you should, or even could, access VBO without a context being bound to the thread executing OpenGL commands? I just said you should prepare data for VBOs in separate threads and post...
  9. I wouldn't recommend that. Unless a dual copy...

    I wouldn't recommend that. Unless a dual copy engine is used, I think the fastest way to update resources is to use the drawing thread itself. The resource preparation threads should just feed it...
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    I'm sorry but I have to interfere a little bit......

    I'm sorry but I have to interfere a little bit...

    There is a way to get back information from the driver how many primitives are rendered, but you need a different API for that, not OpenGL.

    For...
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    Programming in OpenGL 2.1 does not necessarily...

    Programming in OpenGL 2.1 does not necessarily mean you are using the "old way". As others said, you have chance to learn the "modern way" with OpenGL 2.1 also. Just ensure the following:

    1. use...
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    It is too early for this extension. It is not...

    It is too early for this extension. It is not included in the latest Windows drivers. Why did you refer to 347.09? There is no trace of NV_command_list. At least, the extension is not exposed.
    Also,...
  13. Yes, use the following: int n;...

    Yes, use the following:


    int n;
    glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &n);

    The value is 64 at best for all (to me) known hardware.
  14. Full support for OpenGL 4.5 in NV release drivers

    A gift has come from NVIDIA for the New Year’s Eve. OpenGL 4.5 is fully supported in the latest release drivers for Windows (347.09). :)
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    [QUOTE=zuraneur;1262944] if P 1 and P 2 are...

    Yes it is.


    I don't understand what you want to achieve? P2 is not a vertex. Formally, P1P2=P2-P2=(1, 5, 9, 0)-(2, 4, 6, 1)=(-1, 1, 3, -1). In Cartesian coordinate system, that point has...
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    It is a part of the legacy title, which is just...

    It is a part of the legacy title, which is just inherited from the predecessors. ;)

    We are all witnesses of the proliferation of the books. Nowadays it is hard to find a good one.
    Furthermore,...
  17. It is not awkward. If you access TexCoords, how...

    It is not awkward. If you access TexCoords, how compiler knows whether you are accessing input attributes or output variables?


    Yes, if you are using names for connecting shaders.


    There...
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    Before going any further read this...

    Before going any further read this.

    Reverse order of operations. Transformations cannot affect drawing if they are set after it.
    So, try something like this:


    Clear( GL_COLOR_BUFFER_BIT |...
  19. OpenGL has probably become a mature API and new...

    OpenGL has probably become a mature API and new additions are not as important as they were in previous revisions. :)

    May I ask why you are so excited with ARB_clip_control? This extension could...
  20. No, it is not a WinXP specific problem. NVIDIA...

    No, it is not a WinXP specific problem. NVIDIA releases beta drivers with the latest OpenGL at the same time a new specification is announced. It is really great for enthusiasts wanting to try new...
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    For some reason, Gephi uses fallback path on your...

    For some reason, Gephi uses fallback path on your machine, which assumes Microsoft's software GL 1.1 renderer.
    Which graphics card are you using? If installing the latest driver for the graphics...
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    Sticky: This is certainly not a proper section for such...

    This is certainly not a proper section for such kind of questions. Everything that is driver-specific should be in OpenGL drivers section.

    OpenGL 4.5 is supported in NVIDIA beta drivers for...
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    Well, almost all your assumptions are wrong,...

    Well, almost all your assumptions are wrong, except one. glDepthRange does affect precision.

    Near and far clip-planes are set with projection matrix. Parameters of glDepthRange just say how to map...
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    Of course, I was speaking about NV...

    Of course, I was speaking about NV implementation. ;)


    I'm not sure I understand this. Could you explain it a little bit more?


    No, the time I displayed is a GPU time, without swapbuffer/OS...
  25. Resource preparation definitely should be done in...

    Resource preparation definitely should be done in separate thread(s).


    But you don't need to upload them directly to the graphics card memory. HDD is the main bottleneck. Second, much faster but...
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