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  1. Replies
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    Read the rasterization rules. It depends what...

    Read the rasterization rules. It depends what type of primitive you're drawing.
  2. You forgot to set MIN_FILTER. It's the same very...

    You forgot to set MIN_FILTER. It's the same very common mistake everyone makes.
  3. Debug tips: 1) OpenGL does not know anything...

    Debug tips:

    1) OpenGL does not know anything about "files". When you compile a shader, you pass a pointer to the shader text. Your file loading code is responsible for producing that pointer....
  4. Use async MapBuffer...

    Use async MapBuffer to avoid stalls. Read the wiki.
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    You previously mentioned you're using Xcode. Let...

    You previously mentioned you're using Xcode. Let me save you a lot of time and point you at an example of setting up the debugger.

    If your case, if you use the debugger you'll find you're calling...
  6. Retrieving the names is not the same thing as...

    Retrieving the names is not the same thing as retrieving the meaning.

    If you program a bunch of counter-collection logic and then actually use it to adjust your workload dynamically, what happens...
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    GL_R16 isn't integer, it's UNORM. Just like...

    GL_R16 isn't integer, it's UNORM. Just like GL_R8, or GL_RGBA8.

    So, you're over-complicating things:
    glTexImage3D(...GL_R16... GL_RED, GL_UNSIGNED_SHORT...)

    (and use a sampler2DArray, not a...
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    How about simply using GL_R16 (UNORM?)

    How about simply using GL_R16 (UNORM?)
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    Leave the screen alone, and use an FBO.

    Leave the screen alone, and use an FBO.
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    That's by design. Pure integer formats don't...

    That's by design. Pure integer formats don't allow any form of filtering (they are treated as "incomplete" if the current sampler would need filtering.)

    If you want to filter them, do it manually...
  11. This is incorrect. glDrawBuffer/glReadBuffer...

    This is incorrect.

    glDrawBuffer/glReadBuffer state is tracked in framebuffer objects. Open your spec and check the state table near the end. Look at the "Framebuffer (state per framebuffer...
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    That usage of glTexStorage3D is wrong, and should...

    That usage of glTexStorage3D is wrong, and should throw GL_INVALID_ENUM.

    Because: another problem TexStorage solves is eliminating ambiguous <internalformat> enums.
  13. It looks like you're mixing up...

    It looks like you're mixing up C++ std::vector and the OpenGL C API.
  14. Show the shader text.

    Show the shader text.
  15. Replies
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    At a high level, you can't do this with simple...

    At a high level, you can't do this with simple rendering & blending in OpenGL. You could build a more complex system with "opacity groups" by rendering a collection of brush strokes into an FBO,...
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    Blending by itself doesn't antialias anything. ...

    Blending by itself doesn't antialias anything. How are you antialiasing, with glEnable(GL_POLYGON_SMOOTH)?

    I'll suggest:
    * verify which renderer is being used for the on-screen and bitmap...
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    Most of the time the automatically generated...

    Most of the time the automatically generated mipmaps are "good enough".

    Certain applications want custom-generated mipmaps (extra sharpening, or specialized fog/colorization/alpha masking) so need...
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    The API differences here are about mutability and...

    The API differences here are about mutability and texture completeness. It helps to understand those concepts.

    TexImage defines the geometry of one mipmap level in a texture. That one level can be...
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    See also Microsoft's D3D documentation...

    See also Microsoft's D3D documentation, where they have a simple illustration that explains it better than 1000 words in the GL spec ever will.
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    To fix those shaders for #120, they should look...

    To fix those shaders for #120, they should look like this:


    #version 120
    attribute vec2 in_Vertex;
    void main()
    {
    gl_Position = vec4(in_Vertex, 0.0, 1.0);
    }
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    Yes, that means you have a Sampler2D and a...

    Yes, that means you have a Sampler2D and a Sampler2DArray (or Sampler2DArrayShadow) both assigned to the same unit. That's illegal (and can't be known at link time, because uniforms are initialized...
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    This is one of the cases where glValidateProgram...

    This is one of the cases where glValidateProgram can be useful. Successful linking alone does not ensure successful rendering (it doesn't account for all other context state, which can't be known...
  23. So that indicates there is something...

    So that indicates there is something GPU-specific. Keep debugging: at this point you could delete all of the CG code from your project to eliminate it as a problem. Replace the texture with...
  24. So, stop doing that. First narrow down the...

    So, stop doing that. First narrow down the problem to figure out of it is due to the 64-bit CPU, or the completely different GPU and GL drivers in the two iPads.

    Build your project 32-bit on the...
  25. Are you comparing a 32-bit build and a 64-bit...

    Are you comparing a 32-bit build and a 64-bit build on the same machine, or native builds on two different iPads?


    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,...
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