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Type: Posts; User: reto.koradi

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  1. Replies
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    The code in the original post is using VBOs.

    The code in the original post is using VBOs.
  2. The renderbuffer allocated in the code has format...

    The renderbuffer allocated in the code has format RGBA4, so it would not be valid as a depth attachment. This renderbuffer was probably supposed to be attached as a color attachment. The second...
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    I already answered this on another site, but just...

    I already answered this on another site, but just to avoid keeping the question open here: The last argument to glFrameBufferRenderbuffer() is wrong. It should be m_cubeDB[0] instead of m_cubeFB[0].
  4. If you use single buffering, you might need a...

    If you use single buffering, you might need a glFlush() call at the end of the drawScene() function. But I would really avoid using single buffering. Use GLUT_DOUBLE instead of GLUT_SINGLE in the...
  5. I'm not quite sure what you mean by "I tried to...

    I'm not quite sure what you mean by "I tried to draw the front picture on the mesh", so sorry if the following is what you already tried: You need to draw your objects that have transparency after...
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    This is not an array of pointers, it's a regular...

    This is not an array of pointers, it's a regular 2D array of GLfloat values that are stored contiguously in memory. It's perfectly fine to use this.

    On the original question: At first sight it...
  7. Your push and pop calls are unbalanced. Your...

    Your push and pop calls are unbalanced. Your stack will be 1 item bigger after every time you call this function, and will eventually overflow.
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    Using VAOs is required in the core profile. This...

    Using VAOs is required in the core profile. This is listed in Appendix E of the specs, starting with 3.0: "The default vertex array object (the name zero) is also deprecated."
  9. I figure you draw your objectsfor picking between...

    I figure you draw your objectsfor picking between the glOrtho() call and the glRenderMode(GL_RENDER) call?

    I'm not really sure what realistic expectations are for performance of selection. It's...
  10. I don't think it's excluded by the spec. It can...

    I don't think it's excluded by the spec. It can be platform dependent if certain combinations of formats are supported. The key part of the spec is this:

    "Although the GL defines a wide variety of...
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    You can draw a circle at the top and bottom. The...

    You can draw a circle at the top and bottom. The calculation of the coordinates is pretty much the same you're already using for your cylinder points. The most convenient approach for a circle is...
  12. GL_RENDER is the default value for glRenderMode....

    GL_RENDER is the default value for glRenderMode. So calling glRenderMode(GL_RENDER) should have absolutely no effect on performance.

    Can you clarify what your problem is? From your description, it...
  13. You would have a much better chance of getting...

    You would have a much better chance of getting help if you include some information. For example, what rendering engine you use. What platform you're working on, etc.

    Also, since you talk about...
  14. The 4th argument of glVertexAttribPointer() is...

    The 4th argument of glVertexAttribPointer() is the stride, which is the increment in bytes between two attribute values. In your case, that should be sizeof(VertexData). Your code passes...
  15. You clear your rendering surface multiple times...

    You clear your rendering surface multiple times in your display() function, before rendering each square. So you wipe out the previous squares every time. You also call glutSwapBuffers(), which...
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    From scanning through your code, I don't think...

    From scanning through your code, I don't think you're setting up your texture coordinates properly. You're using the same values for the vertex coordinates and the texture coordinates.
  17. glBlendEquation() might allow you to do what...

    glBlendEquation() might allow you to do what you're looking for. By default, the values calculated based on the blend function are added. But there are other options. You could try:

    ...
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    This is like a deja vu all over again if you...

    This is like a deja vu all over again if you visit multiple we sites. ;) I answered the same question from the same poster on a different board yesterday. At least we gave him the same answer...
  19. You may want to find a good example on using...

    You may want to find a good example on using vertex array objects (VAO) and vertex buffer objects (VBO). I'll try and walk though some of the problems with your code, but I may not cover everything...
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    Just to clear up the (apparently fairly common)...

    Just to clear up the (apparently fairly common) misconception on Visual Studio in question 1: Supposedly Visual Studio itself is still a 32-bit application. That just means that your development...
  21. Intel supports 4.x with Ivy Bridge and Haswell:...

    Intel supports 4.x with Ivy Bridge and Haswell: http://www.intel.com/support/graphics/sb/CS-033757.htm

    The Haswell GPU in my Windows machine reports 4.2 as the highest supported version.
  22. Your shader will be used for all draw calls as...

    Your shader will be used for all draw calls as long as it's enabled. So you will need a different (very simple) shader to draw your background, or disable the shader completely if you're ok with...
  23. Do you know what OpenGL version your system...

    Do you know what OpenGL version your system supports? glFramebufferTexture() is a more recent function than the other functionality you are using. If the man page is correct, it was added in OpenGL...
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    We don't see all the code, but I notice a hint in...

    We don't see all the code, but I notice a hint in your comment:


    //in constructor
    private void jobCreate(){

    If this is really called from the constructor, that's most likely your...
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    Are you using Visual Studio? stdafx.cpp is used...

    Are you using Visual Studio? stdafx.cpp is used by Visual Studio for supporting precompiled headers. I believe it's normally generated automatically when creating a new project. If you don't want to...
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