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Type: Posts; User: baerentzen

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  1. Replies
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    Hi Mac OpenGL Forum, Hmm the code for snapping...

    Hi Mac OpenGL Forum,

    Hmm the code for snapping a screenshot seems to work and nobody has posted something better, so I am sticking with that. however, there were a few issues, so I am posting a...
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    Screenshot using Cocoa

    Hello,

    I am moving my code from GLUT to Cocoa (where I am a newbie), but I really like that GLUT on OSX allows you to copy a screenshot to the pasteboard just hitting cmd-c. The code below does...
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    Thanks! I downloaded the CocoaGL sample from...

    Thanks!

    I downloaded the CocoaGL sample from https://developer.apple.com/library/mac/#samplecode/CocoaGL/Introduction/Intro.html

    and inserted

    [self ...
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    Using the retina display on a macbook pro

    Hi,

    When I run a (GLUT based) OpenGL program on my retina MacBook Pro I get a window size relative to the 1440x900 resolution that is "simulated" on the retina display. That would be fine by me...
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    Re: Core requires more streamlined assets

    It is an NVIDIA 8600M GT in a Macbook Pro with an Intel Core 2 Duo 2,4 GHz. It runs OSX 10.6.8. The renderer info reports the version as 2.1 NVIDIA-1.6.36.

    I have investigated a bit more. The...
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    Re: Core requires more streamlined assets

    Actually, the driver cannot. Now, I have timed it, and - yes - display lists are much slower than vertex arrays in VBO's.

    I am measuring FPS after the framerate has stabilized. The scene is a...
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    Re: Mesh Merging

    I think it is an inherently difficult problem you are trying to solve, which is why I rejected Delaunay triangulation although I can see it can be part of the solution. No single algorithm will work....
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    Re: Core requires more streamlined assets

    Right. I have an object which is divided into a set of meshes that have different materials. Materials have properties such as specular and diffuse reflectance and also texture maps which I use to...
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    Re: Core requires more streamlined assets

    Thanks. You are right, if I use a VBO and vertex arrays I would probably get similar performance with 23 draw calls as now where I have to make 23 nested display lists. However, it requires state...
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    Core requires more streamlined assets

    Dear All,

    I recently started making an OpenGL 2.1 framework more core like by removing uses of features which are deprecated. The framework is educational, and I would like it to be helpful to...
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    Re: Mesh Merging

    This is completely off topic, and Delaunay triangulation is for something else, but the interactive program meshmixer will probably do what you need.
    - Andreas
  12. Thread: AMD Gotchas

    by baerentzen
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    Re: AMD Gotchas

    Great! However, I avoided using gl_FragCoord and the problem persists. So, I was really after known issues where an OpenGL programmer porting from an NVIDIA platform might get stuck.

    I am using 3D...
  13. Thread: AMD Gotchas

    by baerentzen
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    1,589

    AMD Gotchas

    Dear OpenGL Coders,

    I remember a few years ago gl_FragCoord did not work on AMD maybe that is still the case? I have a feeling that it could still be the case and maybe there are other gotchas.
    ...
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    Re: GLU considered important

    Just to clarify:

    This thread was about making a suggestion for a future release of OpenGL: A new GLU that matches the new GL - as well as discussing what should go into a new GLU. A bit frivolous,...
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    Re: GLU considered important

    It seems that many (not all) would think of a new GLU as an advantage if (and only if) it is installed with the OpenGL API.

    However, some interesting issues have turned up in the discussion:

    As...
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    Re: GLU considered important

    I could not agree more. This is precisely why I think this hypothetical effort needs to have some kind of formal "blessing" as the successor to the more or less obsolete GLU 1.3.

    Only if the...
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    Re: GLU considered important

    It is true that MS has an advantage when it comes to writing libraries. I never said this would be an easy endeavor which Khronos should just take upon itself and as Dark Photon points out, there...
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    Re: GLU considered important

    Alfonse, you seem a little dismissive... That is fine, but let me point out that I am not looking for a solution to any particular problem of my own. I am merely, meekly trying to discuss a route...
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    GLU considered important

    Dear OpenGL Programmers,

    I have skimmed the new spec and looked at some of the presentations and other material about 3.2. It seems to me that it is a good idea to get rid of all of the not-so...
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    Re: OpenGL GUI library

    Well, if you are happy with CEGUI that is fine. My problem is always that I want something extremely light weight and free from other dependencies.

    GLUI

    Which you probably have come across is...
  21. Re: Virtual terminal in C++ based OpenGL program

    Thanks for your suggestions. Your are right, most of the glue I need is fairly straightforward and I do know how to implement it. It is just a great deal of work, and I would be curious to know about...
  22. Re: Virtual terminal in C++ based OpenGL program

    > In fact your problem is not "how to do a console" but "how to embed a scripting
    > language".

    Embedding a scripting language is the most important part of the solution, but what I am looking...
  23. Re: Virtual terminal in C++ based OpenGL program

    absolutely - it is. However, the project you link to seems to be based on Java and using the Java introspection feature. That sounds very elegant, but my starting point is a C++ application :-)
  24. Virtual terminal in C++ based OpenGL program

    Hello All!

    I use OpenGL for small research applications. In many cases, I need to control a few variables, and I either use GLUI or just glut and a very simply keyboard interface.

    However,...
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