Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: marcClintDion

Search: Search took 0.00 seconds.

  1. Replies
    8
    Views
    4,072

    You said something about using vec4 to combine...

    You said something about using vec4 to combine textures... This sounds odd to me, I'm not sure what you mean by this.

    vec4 has four components and a texture typically also has four components. ...
  2. Replies
    1
    Views
    1,256

    ummm. what you describe is sort of vague......

    ummm. what you describe is sort of vague... OpenGL is simply an API to access the GPU. It's not a physics or sound code base, except for the lighting equations in the shader code. That's about the...
  3. Don't let the name "GLSurfaceview" fool you. ...

    Don't let the name "GLSurfaceview" fool you. That appears to be an Android API call, not OpenGL. Aside from that, maybe there is someway for you to explicitly disable the clear screen function, it...
  4. I think what you are looking for is the first...

    I think what you are looking for is the first stage of a shadow mapping setup.

    (i) Generate an FBO that is setup for depth rendering only.
    (ii) In the render loop, activate the depth FBO and...
  5. Replies
    13
    Views
    2,873

    Phil, I recognize that ship...funny. I have the...

    Phil, I recognize that ship...funny. I have the current and full code listing that you posted on gameDev, I'll be taking a look at it right away. I'm pretty sure what I've already posted will do...
  6. Replies
    1
    Views
    1,131

    Here is a copy and paste from...

    Here is a copy and paste from http://stackoverflow.com/questions/2617957/glsl-maximum-number-of-instructions

    At first glance it looks more or less accurate. Maybe you should post the shader code...
  7. The following video shows some progress made on...

    The following video shows some progress made on this issue.

    http://jonmacey.blogspot.co.uk/2013/05/glsl-tessellation-shaders-under-mac-osx.html
  8. http://www.songho.ca/opengl/gl_pbo.html

    http://www.songho.ca/opengl/gl_pbo.html
  9. This is the kind of person that you have proven...

    This is the kind of person that you have proven yourself to be. You have just lied to everyone here by intentionally misquoting what I said.

    You said


    Then I responded



    You said that...
  10. Every single last mobile device supports OpenGL...

    Every single last mobile device supports OpenGL 1.1. Almost every device in use has this general capability, people have been even been using this style of code to program HomeBrew apps for the Wii...
  11. Personally, I'm a firm believer in encouraging...

    Personally, I'm a firm believer in encouraging new people to use the most painless, easy to use and configure API features available and they will have the best chance of succeeding, especially if...
  12. Replies
    3
    Views
    1,350

    More experienced people will disagree with a few...

    More experienced people will disagree with a few of the subtitles in these observations of yours, but it seems that you are pretty much dead-on, so far as you being a beginner. Your thoughts on the...
  13. OpenGL ES 2.0 marked the first step towards the...

    OpenGL ES 2.0 marked the first step towards the tomb of OpenGL if such a thing is even possible.

    I am not concerned about myself as a developer, I have no problem at all with VBO's, VAO's,...
  14. EDIT: "sarcasm has been removed, now this post is...

    EDIT: "sarcasm has been removed, now this post is mostly gone"

    This "war" has been almost completely one-sided and it has been Microsoft behaving this way. Well, Microsoft and people in forums...
  15. Replies
    9
    Views
    1,761

    The vector "dirToLight" is being redefined in...

    The vector "dirToLight" is being redefined in your shader after already having been passed in as a Uniform variable. This seems like trouble to me.
  16. Replies
    5
    Views
    3,009

    I would start out by putting the scaling after...

    I would start out by putting the scaling after the rotations. I'm not sure what you mean by "the image is cut", but the way you have things set up, currently you will be scaling the rotations that...
  17. Replies
    7
    Views
    1,632

    Just be sure to test the code on a variety of...

    Just be sure to test the code on a variety of GPU's to make sure things are being done consistently by the various manufacturers. It'll really bite you in the butt if you go too far and then find...
  18. I don't use legacy code. I was defending the...

    I don't use legacy code. I was defending the rights of people who do. It's interesting that right after you made this demeaning comment about me, you went on to say that the people you work for are...
  19. Personally, I'd like to see all of the indy...

    Personally, I'd like to see all of the indy developers that don't have huge budgets or teams have all the tools they need to succeed with their visions. More supported functions gives people options...
  20. A quote from - Mark J. Kilgard Principal System Software Engineer nVidia

    ... the notion that an OpenGL application is "wrong" to ever use immediate mode is overzealous. The OpenGL 3.0 specification has even gone so far as to mark immediate mode in OpenGL for...
  21. Replies
    5
    Views
    1,330

    Perhaps I'm doing things the round about way but...

    Perhaps I'm doing things the round about way but I've found it useful to attach a framebuffer to the rendering of a screen aligned quad. Now you may composite several FBO's together using...
  22. Replies
    6
    Views
    4,776

    47 fps seems to be the number that the iPhone 4's...

    47 fps seems to be the number that the iPhone 4's will drop down to when under load.
  23. Replies
    1
    Views
    828

    If you wanted to do things the first way that you...

    If you wanted to do things the first way that you tried you might temporarily disable depth testing. If the reflection is drawn after the terrain that was hiding it, it should now still be visible. ...
  24. Replies
    3
    Views
    1,602

    Another solution, which is less complicated,...

    Another solution, which is less complicated, might be to grab a copy of nVidia's nvEmulate. You can set it to print out the assembly instructions for your shader. If you retool the shader and end...
  25. Replies
    6
    Views
    4,776

    The makers of powerVR hardware recommend against...

    The makers of powerVR hardware recommend against the use of alpha testing. ); It interferes with hardware optimizations that take place behind the scenes. Search for the PowerVR Performance...
Results 1 to 25 of 25