Hi Alfonse! Nothing about wayland currently, but check this out in context of our previous discussion where you said that: - "I'd be interested in seeing a discussion of how Wayland, EGL"
EGL, XCB, GL* & Forget About Xlib
Hi Alfonse. You removed my contributions from https://www.opengl.org/wiki/Getting_Started#Linux What is wrong with them and if so, - where i could read the rules of how to contribute convinient information according to this wiki conventions?
- Your content wasn't removed, but it was moved to Platform_specifics:_Linux to keep the main getting started page a little cleaner. Thanks for the contribution! Webmaster (talk) 09:07, 16 July 2015 (EDT)
- Yes, that was the idea. The content is quite good, but it's just too comprehensive for an introductory page like Getting Started. We don't want to overload new users with too much information all at once. Also, I'd be interested in seeing a discussion of how Wayland, EGL, and possibly Mir alter the dynamic of OpenGL usage on Linux. Alfonse (talk) 11:08, 16 July 2015 (EDT)
- Oh sorry for misunderstanding. Currently i have nothing to contribute about Wayland & EGL but topic is really hot for me and i'll do my best to research & contribute to it later.
- Have to say that i am ready to extend the article Platform_specifics:_Linux even more if it is convinient. Also i have to contribute about how to build & fix "OpenSceneGraph 3.3.8 (122) Incompatibile Errors Against OpenGL 4.3 Core Context/Profile (Linux)" In my opinion, - such kinds of frameworks are the good start point not only for beginers.
- I generally suggest following the standard Wikipedia guideline: Be Bold. You need not ask for permission to edit something. If you do something wrong, someone will notice and correct it or move it to a more appropriate place.
- A suggestion I'd make regarding an article on OpenSceneGraph is to make sure it's in the category, and to use the appropriate infobox template like the rest. Alfonse (talk) 01:12, 17 July 2015 (EDT)
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.