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  1. Hello, if you learn OpenGL 3.2 Core profile...

    Hello,


    if you learn OpenGL 3.2 Core profile and avoid the compatibility stuff (glBegin, the matix stack etc) you are quite future proof. OpenGL 4 adds new features but 3.2 core is a good way to...
  2. I guess it's not a question but meant to help...

    I guess it's not a question but meant to help anyone who wants to start learning a 10 year old version of OpenGL.
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    Hello, you use explicit attribute locations,...

    Hello,


    you use explicit attribute locations, an OpenGL 3.3 / GLSL 330 feature. You might get this also with the extension on your device. The shader compiler should have given you an error at...
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    Compute Shaders are not supported on OSX right...

    Compute Shaders are not supported on OSX right now. The drivers are not from NVidia - Apple develops there own driver front end (which results in a lot of pain). In the past there were sometimes ways...
  5. I'm not sure OpenGL beginners want to start with...

    I'm not sure OpenGL beginners want to start with OpenGL 2.0 from nearly 10 years ago, I would highly recommend OpenGL 3.2 and later. You could update your example and use better formatting for code...
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    Here you are:...

    Here you are: http://www.amazon.com/OpenGL-Shading-Language-3rd-Edition-ebook/dp/B002HMJYC4/ref=tmm_kin_title_0?ie=UTF8&qid=1384767017&sr=8-1 - you can download the ebook for your Kindle for 32$, not...
  7. Hello, you can report bugs in Apples OpenGL...

    Hello,


    you can report bugs in Apples OpenGL implementation here: https://bugreport.apple.com .
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    So far I did not find a solution, mainly due to a...

    So far I did not find a solution, mainly due to a vacation :-D
    I will soon continue to look into the problem again but I believe I have to try to change my algorithms.
  9. On desktop GL you don't need any attributes and I...

    On desktop GL you don't need any attributes and I often use attribute-less rendering there. I would be surprised if the GLES 3 specs (the shader was GLES 3) would demand an attribute.
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    Hi, doWork() contains write operations to 3 or...

    Hi,

    doWork() contains write operations to 3 or 4 images and a few read operations (~8) but not much other operations. Sadly, I can't avoid the sync. The first barrier is a remaining relict of an...
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    Image load/store mutex problem

    Hello,


    I have a fragment shader in which I need to guarantee exclusive access to some memory locations for one thread. As this is not just one operation for which I could use an atomic...
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    Hello, sounds like your texture coordinates...

    Hello,

    sounds like your texture coordinates are wrong. Maybe seeing how they are defined would help. One additional note: If you really want to upgrade to modern OpenGL, you also want to get rid...
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    Your texture coordinates go from -0.5 to 0.5,...

    Your texture coordinates go from -0.5 to 0.5, they should go from 0-1.
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    You find the documentation here:...

    You find the documentation here: http://www.opengl.org/resources/libraries/glut/spec3/node63.html . If I would start fixing your code, I would also switch from the out-dated immediate mode to modern...
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    I believe you need a glutIdleFunc which gets...

    I believe you need a glutIdleFunc which gets called whenever GLUT has nothing to do, in this you want to trigger a redisplay to redraw the scene, that will call your display function.
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    Good point, while the query is likely to be...

    Good point, while the query is likely to be faster, the actual shader invocations can only be counted with a atomic counter (but those numbers will only differ for indexed rendering).
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    Hello, a Query (look up glBeginQuery) with the...

    Hello,

    a Query (look up glBeginQuery) with the target of GL_PRIMITIVES_GENERATED might be what you are looking for.
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    Hello, you posted a fragment shader (which...

    Hello,

    you posted a fragment shader (which looks good), but how does your vertex shader look like? What mesh do you want to render? Can you post a screenshot?
  19. What exactly do you mean by creating your own...

    What exactly do you mean by creating your own instruction sets? If you want to define extensions, that's possible if you implement your own OpenGL implementation (e.g. add your extensions to an open...
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    Hello, glslDevil has notbeen updated for a...

    Hello,

    glslDevil has notbeen updated for a while. Are you sure it even supports OpenGL 3.0 and later? From the website: "Which GLSL extensions are supported by glslDevil?
    Additional to GLSL...
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    Between OpenGL 2.0 (GLSL 1.10) and the latest...

    Between OpenGL 2.0 (GLSL 1.10) and the latest spec for OpenGL 4.4 (GLSL 4.40) there have been some additions but also some changes (in/out instead of varying/attribute).
    Go with GLSL 1.50 for...
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    +1 It's slow (except in some cases in...

    +1
    It's slow (except in some cases in combination with display lists), outdated and far from being future proof. Don't waste your time with the immediate mode, learn modern OpenGL instead.
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    Yes, GLEW or any other extension loader. Those...

    Yes, GLEW or any other extension loader. Those will also provide the headers needed.
  24. Correct. While you can't buy a new Mac anymore...

    Correct. While you can't buy a new Mac anymore with a GPU that wouldn't support OpenGL 4, MacOS X itself is still limited to OpenGL 3.2 - that's what you get from "the world's most advanced operating...
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    Hello, I don't know how well the legacy OpenGL...

    Hello,

    I don't know how well the legacy OpenGL with geometry shader extensions is supported on Macs (the extensions you mentioned should be supported:...
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