Hi Alfonse, I'm moving the Benchmark page (www.opengl.org/resources/benchmarks/) to the wiki. Where would you suggest we link to it from the main page of the wiki, or would we? Also, I would like to move the mailing list and newsgroups page from the main site to the wiki. Currently the best place I can see is under Getting Started->External Links->Other. Which seems rather buried. Any suggestions of how to structure that better? Thanks Webmaster (talk) 10:47, 11 March 2013 (PDT)
- These pages can be added to the "Other useful information" section at the bottom of the main page. The mailing list/etc page should probably be part of a general "getting help" resource page. I'm working on a more Wikipedia-like restructuring of the main page (see Test Main Page). I could see it going into the sidebar on that page once it's up-and-running. Alfonse (talk) 22:39, 11 March 2013 (PDT)
I only ask that you give constructive criticism or fix the problem instead of merely complaining. I'm not going to devote hours of my time trying to help people like myself looking for answers if that's the case.
- Hi, I've added a lot of information to the User:ElFarto/OpenGLBM page, and was looking for some thoughts on it. elFarto 04:52, 30 September 2011 (PDT)
- Here's the thing. Unless you intend to actually implement this API (perhaps on top of Linux and AMD's low-level stuff), I don't see what the point of discussing it is. Even if this API were the holy grail, it isn't going to be implemented by anyone unless you do the work yourself. So any discussion would be Sophistry; if nothing's going to come of it, what's the point of speculating?
- However, if you insist, I have added some commentary on the idea. Alfonse 11:30, 30 September 2011 (PDT)
I had a previous comment, but I found out it was correct. Thanks, great job.
I'm using last version of OpenGL in lwjgl and I found the solution of buffer Z problem with transparency using GL_DEPTH_TEST
" glEnable(GL_DEPTH_BUFFER_BIT); glAlphaFunc(GL_GREATER, 0.1f); "
Works fine, and other webs confirm that. If you read in the wiki...
"The Z buffer doesn't work as you might hope for transparent polygons. The problem is that the Z buffer prevents OpenGL from drawing pixels that are behind things that have already been drawn. Generally, that's pretty convenient, but when the thing in front is translucent, you need to see the things that are behind it. "
...you feel fuc***... but it's not true.
I can prove, GL_DEPTH_BUFFER_BIT and GL_GREATER works fine with the last version.
The first time I searched I read this, and I want to kill someone, I had planned everything with z buffer in my project. But I searched in net a little more and I found the solution.
If you do not want to show people the solution, it's your problem, but it works and many people appreciate. This page about trasnparency, not clarify absolutely anything if you have problems with buffer Z.