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  1. Replies
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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...
  2. 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...
  6. 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...
  7. 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...
  13. msvcrtXX.dll missing? wrong architecture? My...

    msvcrtXX.dll missing?
    wrong architecture?

    My crystal ball is cloudy today. Would you mind posting an error message?
  14. 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...
  15. 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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    Yes, unless you use compatibillity profile where...

    Yes, unless you use compatibillity profile where all the old cruft is still available.


    Either that, or use a texture.
  20. I guess that's typicall for AMD. The last time I...

    I guess that's typicall for AMD. The last time I tested glX and xrender programs on a CentOS system with the proprietary AMD driver I noticed that they consumed and leaked quite a lot of memory.
  21. What version of Windows(R) and what graphics...

    What version of Windows(R) and what graphics hardware/driver are you using? In my experience, some graphics drivers are extremely resource wastefull when creating GL contexts.
    I just tried two small...
  22. I'm not sure if that is actually supposed or...

    I'm not sure if that is actually supposed or intended to work, or how the WS_POPUP window fullscreen mode internally works, but I imagine it to be quite messy and only a hack to turn ownership of...
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    Drawing an image onto the screen is as simple as...

    Drawing an image onto the screen is as simple as drawing a rectangle (=2 triangles) with a texture mapped on it.

    Here is a tutorial chapter on texturing
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    The screen is a 2D surface and shapes drawn on...

    The screen is a 2D surface and shapes drawn on the screen are inherently two dimensional. Everything else is in 3 dimension!

    Your model data is 3D, your scene is 3D the operations performed on the...
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    this should be a good starting point...

    this should be a good starting point

    I recomend to also read up on at least some basics of linear algebra

    In OpenGL(R), there is no such thing as a camera. Instead of "moving the camera" you...
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