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Member Since 06 Jun 2010
Offline Last Active Today, 02:11 PM

Posts I've Made

In Topic: intel ok, geforce white screen

Today, 07:29 AM

Since this is an Optimus laptop, it's not actually 2 graphics cards.  What happens when you select the NV GPU for rendering is that it still presents the framebuffer using the Intel.  So this has somehow become "disconnected" - most likely as a result of your new driver install.


My suggestion is to try updating (if an update is available, otherwise reinstall) the Intel driver.

In Topic: Vulkan is Next-Gen OpenGL

Today, 07:24 AM

Sure, the draw-triangle code is concise, straightforward, clear (both in GL4 and Vulkan), but it takes about 100 lines of code to even get a context which can do anything at all set up in GL, and about three times as much in Vulkan. Plus, it takes like half a page of code to do what you would wish to be none more "CreateTexture()" or the like.

Hence the assumption "no sane person will...". Almost everybody, almost all the time, will want to be using an intermediate library which does the Vulkan heavy lifting.

The thing is, creating a context is an absolutely standard task that is also something you will typically write code for once and once only, then reuse that code in subsequent projects (or alternatively, grab somebody else's code off the internet).

In Topic: Vulkan is Next-Gen OpenGL

Yesterday, 12:55 AM

Modern OpenGL is also ridiculously complex and requires pages of code to render a triangle using the recommended "fast path". No one should be programming in GL either, except a small number of people within engine development teams :D




OpenGL's reputation for "simplicity", I suspect, probably stems from John Carmack's comparison with D3D3 dating back to 1996-ish.  Nobody in their right mind would write production-quality performance-critical OpenGL code in that style any more either.

In Topic: Translate OpenGL 2.1 to 3.3

18 October 2016 - 05:52 AM

Buffers are basically vertex arrays, which you already know from GL2


A correction to this is that buffers are actually available in GL 1.5; it's quite incorrect to think of them as a new, bleeding-edge, fancy, or whatever feature, because they're not.

In Topic: Translate OpenGL 2.1 to 3.3

17 October 2016 - 05:17 AM

Each GL_VERSION is a superset of all previous versions, so any valid GL 2.1 program is also a valid GL 3.3 program - I am assuming compatability contexts here.  What that means is that there is no translation necessary.


GL 2.1 also has full support for vertex and fragment shaders so you don't actually need to go to a higher version in order to use shaders.