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Type: Posts; User: tonyo_au

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  1. Replies
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    Sorry, I was looking at the OPENGL_WAY and...

    Sorry, I was looking at the OPENGL_WAY and thought all the code after MFC-WAY was removed.
  2. Thread: Batching

    by tonyo_au
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    1
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    103

    From what I remember from a nVidia presentation -...

    From what I remember from a nVidia presentation -
    most costly -> least costly

    setup FBO - shader program - textures - vertex buffer - uniforms
    ...
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    m_fTraslation_X += m_vPosMouse[0] -...

    m_fTraslation_X += m_vPosMouse[0] - m_vPosMouse_ult[0];

    Are you sure you want to keep adding

    I would have thought you want

    m_fTranslation_X = original_x+(
    m_vPosMouse[0] -...
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    try this ...

    try this for loading textures and this for obj's - remember Google is your friend
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    I suggest you write some basic OpenGL before you...

    I suggest you write some basic OpenGL before you worry about these things.
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    You don't show that code that calls Draw4Angle

    You don't show that code that calls Draw4Angle
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    Unless you are copying time to timebase, this...

    Unless you are copying time to timebase, this code should show you the cross for 3 sec, the filled column for 2 sec, the unfilled col for 5 sec then the filled column from then on.

    I am not sure...
  8. Thread: Smudge Effect

    by tonyo_au
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    3
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    344

    With compute shaders or OpenCL or CUDA you do not...

    With compute shaders or OpenCL or CUDA you do not need to render texture to manipulate them. There are just buffers you attach to the program. For image processing I would look at the way a program...
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    You are missing includes. Try to find how to...

    You are missing includes. Try to find how to setup a basic program setup for OpenGL on a Apple system.
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    I assume you mean you wand to draw a ribbon in a...

    I assume you mean you wand to draw a ribbon in a spiral. This is much more complex than what you have coded. First look at creating a ribbon in a straight line.

    |\ |\ |
    | \| \|

    now look at...
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    You could split your display function into 2...

    You could split your display function into 2 procedures - one to draw the cross and one to draw the column. Based on a flag call one or the other procedure.
    If you need to display one for a certain...
  12. Thread: Smudge Effect

    by tonyo_au
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    3
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    344

    I would look at a compute shader to do a smudge...

    I would look at a compute shader to do a smudge since you need to access surrounding pixels in the texture.
  13. You need to setup a perspective projection matrix...

    You need to setup a perspective projection matrix with gluPerspective rather than the identity matrix
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    I use GL_TEXTURE_2D_ARRAY not GL_TEXTURE_3D

    I use GL_TEXTURE_2D_ARRAY not GL_TEXTURE_3D
  15. Having many meshes does not stop you from putting...

    Having many meshes does not stop you from putting them all in the same VBO so glMultiDrawElementsBaseVertex works well for this. You could put a unique index into the vertex structure that you can...
  16. You might like to look at ARB_sparse_texture -...

    You might like to look at ARB_sparse_texture - although it is not available on all hardware
  17. fo you have backface cull enabled?

    fo you have backface cull enabled?
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    Not a lot changes except the input is an array of...

    Not a lot changes except the input is an array of all the patch vertices and you have to decide which input colour to use as an output for an output vertex - it may even be a computed colour
  19. Note Carmine's technique does not work if you...

    Note Carmine's technique does not work if you draw with alpha blending - then you have to pre-calculate the edge extrusions which gets ugly in 3D but not to bad in 2D
  20. vertex buffer will not necessarily gain you speed...

    vertex buffer will not necessarily gain you speed if you are constantly changing your data - in fact they could easily be worse. There benefit is mostly from having static data. You should look at...
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    You need to ask questions about a specific...

    You need to ask questions about a specific problem to get an answer here not just a general question.
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    You can't without using a geometry shader

    You can't without using a geometry shader
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    [/COLOR] OpenGL and OpenGL ES are for different...

    [/COLOR]
    OpenGL and OpenGL ES are for different platforms. A shader written for OpenGL ES may compile as an OpenGL shader but that is not "running on top".
  24. I will try to test this on a AMD machine but the...

    I will try to test this on a AMD machine but the code worked fine on nVidia driver 331.82
  25. You say your vertices range from -20 - +20 but I...

    You say your vertices range from -20 - +20 but I do not see where your set a model-view matrix(and use in the shader). If you are not using one, the vertices x,y,z must be in the range -1 - +1.
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