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  1. Replies
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    The problem with branches on GPUs is that GPU...

    The problem with branches on GPUs is that GPU architectures typically have groups of processing cores with a central programm memory and instruction decoder per group.

    An instruction is loaded...
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    Could you try to be a bit more specific? I have...

    Could you try to be a bit more specific? I have no idea what your application does or what you are referring to as "data", "out of place" or "smaller than the normal size".
  3. OpenGL(R) is not an image processing library (it...

    OpenGL(R) is not an image processing library (it does not do image processing and also is not a library).

    If you don't want to reinvent an algorithm yourself (homography or whatever suitable, I...
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    Something you yourself could have tried in the...

    Something you yourself could have tried in the mean time:

    Read the compile log to determine what shader the warning is issued for (vertex shader, fragment shader or both)
    Read the compile log...
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    I just skimmed over the TGA 2.0 specification and...

    I just skimmed over the TGA 2.0 specification and as far as I can tell, there is not that much of a difference between the original and the TGA 2.0 format.
    The only difference is an additional...
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    What about that one?...

    What about that one?

    Google query "TGA 2.0" got me there. Third result from the top.
  7. Don't ever do this! This isn't a Unix(R) system....

    Don't ever do this! This isn't a Unix(R) system. The library goes into the same directory as the application binary.


    Did you copy the glfw libraries into the MinGW lib directory? Same thing as...
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    AFAIK it is because of this line: I didn't do...

    AFAIK it is because of this line:

    I didn't do that much with legacy OpenGL(R) but AFAIK the texture environment setting should be MODULATE to multiply the texture color with the diffuse geometry...
  9. You have to load a pointer to this function using...

    You have to load a pointer to this function using wglGetProcAddress while the context is current. You may then call the pointer returned by this function.
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    If it's all about Z-fighting, why do you insist...

    If it's all about Z-fighting, why do you insist on fiddling with the X and Y components as well? Why is it so hard to scale the Z value in the shader if that's all you actually want?
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    If you wan't this so badly, why don't you devide...

    If you wan't this so badly, why don't you devide the components of gl_Position by your special division vector, set the w component 1.0 and see if it really is what you want.

    Also, if it can be...
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    There's a function called glActiveTexture...

    There's a function called glActiveTexture that will switch the current texture unit. Calling glBindTexture binds a texture to the currently selected texture unit. You bind one texture to unit 0, one...
  13. Branches in shader code are generally very bad...

    Branches in shader code are generally very bad for performance.

    Even if you don't have branches and compute the matrices every time, doing the same thing multiple times in parallel doesn't make it...
  14. 1. If by "in practice" you mean "in reality", no....

    1. If by "in practice" you mean "in reality", no. If you mean in practical CG applications, it depends on the desired effect/realism. If
    non-uniform distribution is not a must for one specific...
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    Don't do this! Create a directory with your...

    Don't do this! Create a directory with your dependencies somewhere and point the IDE configuration to the propper directories.

    Do NOT do this ever! This is Windows(R), not UNIX(R). Dynamic linking...
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    A few things first: I never implemented or...

    A few things first:

    I never implemented or saw such a thing, this is just an idea how it could be done
    You didn't specify what your video source is
    Loading actual video files is already...
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    You could theoretically show short animations by...

    You could theoretically show short animations by uploading to a texture array or 3D texture and running through the slices.

    If it actually has to be a longer video, I suggest using a texture array...
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    I've never ever heard/read of something like that...

    I've never ever heard/read of something like that and it appears quite strange to me for GLSL to support polar texture coordinates.

    I searched the glsl 330 spec as well as the OpenGL(R) 3.3 spec....
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    AFAIK context sharing is the best/easiest/most...

    AFAIK context sharing is the best/easiest/most portable way to acomplish this and textures should be shareable among contexts.

    I used this in an applicaton several years ago, where a resource...
  20. msvcrtXX.dll missing? wrong architecture? My...

    msvcrtXX.dll missing?
    wrong architecture?

    My crystal ball is cloudy today. Would you mind posting an error message?
  21. The sb6 library. Compiling the sb6 solution...

    The sb6 library. Compiling the sb6 solution should generate the sb6 library along with the book samples (is that the one that sb6 that you tried to compile?). If so, the error message above propably...
  22. This issue has been posted multiple times...

    This issue has been posted multiple times already. Apparently the sample source does not include the headers and libaries.

    A few hints:


    You don't move header files to the visual studio...
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    And you could also do it procedurally in a...

    And you could also do it procedurally in a fragment shader instead of wasting texture memory and so on and so forth....
    Your mileage may vary....
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    You could map a texture to the cube with the...

    You could map a texture to the cube with the texture coordinates set up in a way that the edges of the texture match the edges of the cube. The texture image itself has somehow highlighted edges...
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    Nope. You can specify the desired context and...

    Nope.

    You can specify the desired context and version for glfwOpenWindow by setting glfw window hints. There are default values if none are specified which AFAIK means trying highes available.
    ...
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