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Type: Posts; User: Alfonse Reinheart

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  1. This is a pretty legitimate question. However,...

    This is a pretty legitimate question. However, there really is no answer.

    Yes, generally speaking, if you put the LODs in their own memory, the pre-VS caching behavior will be much improved. You...
  2. What is with the odd combination of DSA and...

    What is with the odd combination of DSA and non-DSA functions? Why do you bother binding the texture if you're just going to upload to it with a DSA function?
  3. Of course you get all zeros. You're passing a...

    Of course you get all zeros. You're passing a floating-point value between 0 and 1 to an integer. Zero or one is the only reasonable outcome of that.

    If you wanted the numbers 0 to 255, then you...
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    So it moves in a diagonal. Almost as if you...

    So it moves in a diagonal. Almost as if you passed the same value for the X and Y components of the position...
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    In what way is it "not working as per expected"?

    In what way is it "not working as per expected"?
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    `ld` is a program. The above is a command line....

    `ld` is a program. The above is a command line. Where you put it is up to you. It could go into a makefile, or it could go elsewhere.



    Upon running what executable? The one you're trying to...
  7. Um... how? If you're using these to blend between...

    Um... how? If you're using these to blend between different textures to produce an appropriate color, I fail to see how a boolean value is an acceptable value for this process. Generally, people want...
  8. Was it really necessary for you to post the same...

    Was it really necessary for you to post the same thing on four separate threads? That's basically spamming at this point. If you want to advertise your project, file a new item on it.

    What's more...
  9. Your vertex shader input types must match your...

    Your vertex shader input types must match your vertex attributes. If you use `glVertexAttribIPointer`, that means you are feeding an integer attribute. It must be a `uint`, `int`, `uvec` or `ivec`...
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    You shouldn't do this. GLSL is not something that...

    You shouldn't do this. GLSL is not something that is (generally speaking) compiled by an off-line compiler.

    The way GLSL works is that your C++ code, at runtime, will load those files and compile...
  11. Buffer objects are only static if you want them...

    Buffer objects are only static if you want them to be. Dynamic buffer objects are an entirely legitimate use of them.
  12. Also: precision mediump float; ...

    Also:


    precision mediump float;

    in mediump vec4 TestVector; // have bound loaction 0

    This does absolutely nothing. At least, in terms of the precision. In desktop GLSL, all of the...
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    The very first Google search result for "OpenGL...

    The very first Google search result for "OpenGL Tutorial" is the OpenGL Tutorial.org site. Which, sure enough, uses core OpenGL 3.3. It's not 2008 when this stuff was hard to find. The OpenGL Wiki...
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    They're different in that they are in no way...

    They're different in that they are in no way alike.

    Yes, when the window is resized, they both get called. But you'll notice that the reshape function gets the new size, while the display function...
  15. It is still GL_LINEAR or GL_NEAREST filtering. It...

    It is still GL_LINEAR or GL_NEAREST filtering. It works the same way in either direction. NEAREST means that it will compute the pixel coordinate to pull from, and then take the closest actual pixel...
  16. It's funny; when I suggested this very idea...

    It's funny; when I suggested this very idea (or something functionally indistinguishable from it), your reply was, "why not just 'fake' your own framebuffer via FBO's and at the end of the frame blit...
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    What is this "Application Verifier"?

    What is this "Application Verifier"?
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    1. If by subroutine you mean a regular function,...

    1. If by subroutine you mean a regular function, yes. If by "subroutine", you mean the GL 4.0 feature shader subroutines, also yes ;)

    However, they can never participate in recursion. If you call...
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    Let's look at the evolution of, well, all...

    Let's look at the evolution of, well, all computing.

    In the earliest days, computers were gigantic. But they were kinda useful. So people found a way to make these large, centralized computers...
  20. No you didn't. The code you posted that "works"...

    No you didn't. The code you posted that "works" is not required! Your compiler has a bug in it.

    Do you think that the specification is lying to you?
  21. First, you can specify interpolation qualifiers...

    First, you can specify interpolation qualifiers on variables between any of the shader stages, not just the one directly feeding the fragment shader. It's just that they don't have an effect on...
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    Well, the bigger question is why you're drawing...

    Well, the bigger question is why you're drawing so many triangles, all of which are overlapping, that close to the screen? Or more to the point: what are you drawing?
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    Actually no. The OpenGL standard requires that,...

    Actually no. The OpenGL standard requires that, if the client writes a string of bytes as a "GLuint", then the server must interpret those bytes as a proper "GLuint". So whatever bit fiddling that...
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    You mean "developers and other stake holders"...

    You mean "developers and other stake holders" like this guy? Perhaps now you understand a bit about why the ARB is perhaps hesitant to take such sage advice.

    The problem with any two-way dialog is...
  25. As promised: WHY SHOULD IHVs IMPLEMENT THIS?!

    As promised:

    WHY SHOULD IHVs IMPLEMENT THIS?!
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