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  1. interesting. I tried it the other day and I...

    interesting. I tried it the other day and I could've sworn that it wasn't working. Maybe lines > 1.0 + glsl version 150 won't work.

    Either way, I found these articles and I'm gonna use them to...
  2. Which goes back to my original argument, I...

    Which goes back to my original argument, I shouldn't have to break my back to get thick lines just because I want to support new GL features. In other words, imo, there is no good solution to...
  3. Can you elaborate? I'm targeting osx only where...

    Can you elaborate? I'm targeting osx only where I'm assuming 3.2 (and not higher, so I can't use geom shaders). Using compatability prevents me from being able to use shader language 150 isn't that...
  4. Smooth/think line rasterization in 3.2 core profile

    Hello

    Of all the deprecated features from 2.0 that I've been able to live with and mostly agree with, I got to say I strongly disagree with the decision to remove glLineWidth > 1.0 + smooth line...
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    I just realized that I can pre multiply the...

    I just realized that I can pre multiply the material color into each light on the host, effectively eliminating that whole block of code.
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    GLES 2 shader performance help

    Not sure why, hoping someone here with mobile shader experience can help. My performance boosts by 10-15 FPS when I remove this code. It must have something to do with iPad 2's GPU being a scalar...
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    Answered my on question. I wrote a benchmark with...

    Answered my on question. I wrote a benchmark with a for loop to replicate drawing a textured quad both NPOT and regular 500 times and saw no difference in FPS at all. Seems to be exactly the same...
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    NPOT texture performance on ES 2.0

    What kind of texture performance loss should I expect when using nonpower of two textures on OpenGL ES 2.0? Namely on an iPad 2 and up.
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    Very good points. On ES 2.0 however which I'm...

    Very good points. On ES 2.0 however which I'm targeting, there is only 1 color attachment allowed at a time.

    The original technique I had was using a glCopy* call to copy the rendered...
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    Ah I see. So it's similar to binding...

    Ah I see.

    So it's similar to binding individual VBOs vs a single VAO
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    Multiple FBOs or attachment swapping.

    Something dawned on me the other day.

    I've always been creating multiple FBOs when I want to have multiple rendering targets. Even if I'm not using them all at once. Then I realized, that you can...
  12. You're right. I was dividing by 4 like an idiot...

    You're right. I was dividing by 4 like an idiot and interpreting the limit as the number of components instead of vectors. I'll be giving this a try soon. I'll use preprocessor directives for...
  13. Big question. How fixed function opengl ES 1 is emulated using ES 2

    1177
    Okay, before you guys go thinking I asked an easy question in the title, read on…

    Apple claims in its documentation of the implement OpenGL ES 1.0 on modern hardware on top of OpenGL ES 2...
  14. answering my own question again...

    answering my own question again
    http://forum.openscenegraph.org/viewtopic.php?t=10001

    sigh. you guys sure aren't giving us anything for free with this core profile...
  15. Apple glEnableVertexAttribArray throws GL_INVALID_OPERATION

    Porting a legacy app to core profile. I believe I have everything set up correctly, all uniforms locations and vertex attributes properly bound ahead of time.

    Once again, apple appears to not be...
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    http://www.rastertek.com/dx11tut29.html I...

    http://www.rastertek.com/dx11tut29.html

    I found this, I think it's what I've been looking for
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    I appreciate the link, but Im interested in the...

    I appreciate the link, but Im interested in the SPECIFIC technique that I asked about above. I've landed here after spending a few hours trying to search the internet and many sites already without...
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    Man this forum is atrociously not mobile friendly...

    Man this forum is atrociously not mobile friendly

    Heres another example.
    http://youtu.be/J16_hI-Ym-A

    how the heck do they render the lookup texture for the water?
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    Re: 10.6.3 screwed up my shaders!

    update. it was X11. I installed latest XQuartz and colors are back.
    apple really should test their updates better.
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    Re: 10.6.3 screwed up my shaders!

    sqrt. this makes sense, however similar output comes from rendering directly to the framebuffer using shaders that do not do texturing

    so I'm thinking its an X11 opengl context problem.
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    Re: 10.6.3 screwed up my shaders!

    Alfonse, I agree with you. Almost like I got a 16-bit surface. I have X11 set to millions. No clue how to get it to work. I've read other people having problems with X11 under 10.6.3 + OpenGL. ...
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    10.6.3 screwed up my shaders!

    my medical imaging software's rendering is screwed up by this release of mac osx. I think it has something to do with opengl + x11.

    Before:
    ...
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    Re: Black screenshots under vista

    will try gl_back thanks!
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    Black screenshots under vista

    Any ideas as to why this code doesn't work. I get completely black screenshots on vista even with aero disabled



    void *get_screenshot()
    {
    GLint viewport[4];
    glGetIntegerv(GL_VIEWPORT,...
  25. Re: Please help!! GLES shader won't compile on ip

    apparently opengl es cannot link multiple shaders, so I had to merge the source files.

    wow, so many limitations on gles
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