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Type: Posts; User: tonyo_au

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    Texture coordinates and normals aren't directly...

    Texture coordinates and normals aren't directly related to triangle-strip method of drawing. If they are incorrect it will be to do with your obj decoder.
    Why are you using triangle strips for an...
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    There is a useful library called glm that...

    There is a useful library called glm that provides a replacement for gl-matrix functions (among other things)
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    GL_ARB_buffer_storage gave me a significant...

    GL_ARB_buffer_storage gave me a significant improvement but I am writing to the buffer not reading.
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    It depends on whether they are to be rendered in...

    It depends on whether they are to be rendered in 3D or 2D and if you need to animate them or not. It makes a difference on how you approach the problem.
  5. AFAIK Intel have caught up to 4.0 EDIT - I am...

    AFAIK Intel have caught up to 4.0

    EDIT - I am becoming brain dead - removed the word not - I did not know Intel had got to 4.2
  6. I can't answer your question directly; but there...

    I can't answer your question directly; but there a few steps I take with unusual problems in shaders


    1) use vec4 rather than vec3 in structures
    2) use explicit condition in if tests ( (a==true)...
  7. Not sure why you can't find glut functions but...

    Not sure why you can't find glut functions but you do not mention linking with the gle library to resolve the gle undefines
  8. There is no quick way to do this. One options is...

    There is no quick way to do this. One options is to keep the colour component of all vertices in a separate buffer and reload that buffer with the set of colours each draw. Another is to build an...
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    You may want to look at this...

    You may want to look at this
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    I only use GS in 2 cases. 1) rendering various...

    I only use GS in 2 cases.

    1) rendering various icons for points like diamond/square/plus/cross but I notice the speed hit and am thinking of changing it to do the work in the vertex shader using...
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    Sharing is always good:)

    Sharing is always good:)
  12. I hadn't thought about doing this[/COLOR]

    I hadn't thought about doing this[/COLOR]
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    I was having a bad day - no I could not open the...

    I was having a bad day - no I could not open the attachment
  14. You do not have to keep binding and unbinding the...

    You do not have to keep binding and unbinding the buffer across draw calls or alternatively create new buffers prior to each draw call; both of these are more expensive to using an immutable storage...
  15. c++ has a random number generator with the rand...

    c++ has a random number generator with the rand() function and various time functions
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    You are using GL_TRIANGLES so there vertices must...

    You are using GL_TRIANGLES so there vertices must be in multiples of 3. Do you mean to use GL_TRIANGLES_STRIP
  17. I don't recommend you do a draw function inside...

    I don't recommend you do a draw function inside your mouse event. Just use the glutPostRedisplay function to request a redraw event
  18. There is no down side to buffer storage except...

    There is no down side to buffer storage except that it only works on newer hardware (infact nVidia highly recommend it); however you should only use it if you need to stream data because it is still...
  19. You cannot beat going through the basic tutorials...

    You cannot beat going through the basic tutorials they cover what you are asking
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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.
  21. Thread: Batching

    by tonyo_au
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    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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