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mhagain

Member Since 06 Jun 2010
Online Last Active Today, 07:04 PM
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Posts I've Made

In Topic: Programming in OpenGL 4 with a netbook, it is posible?

Today, 07:06 PM

Yes, it's possible.  I've an Acer Aspire One that I bring with me when travelling and it comes with a Radeon 6250 supporting GL4.2 and even some 4.3 extensions.  It's not particularly fast - maybe good for up to and including a Quake 3 level of scene complexity - but the full shader/etc capabilities are there.

 

I don't know what the current state of play is with Intel netbook graphics, but if you can get something with a HD3000/HD4000 you'll have good enough GL3.x capabilities; again without being particularly fast.

 

In both cases you'll get better D3D support than GL support; particularly with Intel graphics where anything reasonably recent should support D3D10 or 11, but have GL support that's lagging a few versions behind.

 

In general the main bottleneck on these is going to be your CPU; for programming that's going to affect compile times, program startup times, IDE usage, etc.  However, and if you can afford it, replacing the hard disk with an SSD can be a useful investment - not as good as with a more mainstream machine (that CPU bottleneck is just too much) but it does help make general usage a bit more pleasant.


In Topic: Is OpenGL Programming Guide 8th Edition Version 4.3 a good book to learn from?

23 May 2013 - 02:07 PM

Actually, AMD have recently added support for 4.3 http://support.amd.com/us/kbarticles/Pages/AMDCatalyst13-4WINReleaseNotes.aspx

 

They still don't have a full implementation; what 13.4 has done is add some new GL4.3 features but they're still only ~50% of the way there (counting extensions they have implemented but which tested with driver bugs); see http://www.g-truc.net/post-0566.html#menu

 

Still missing in AMD as of 13.4 are:

 

    GL_KHR_debug
    GL_ARB_framebuffer_no_attachments
    GL_ARB_copy_image
    GL_ARB_texture_view
    GL_ARB_vertex_attrib_binding


In Topic: Setting Color and Alpha Channel

21 May 2013 - 11:59 AM

Sorry, this doesn't make any sense.

 

The code you have supplied is pre-change; can you post the code that's not working instead?

Also, you really need to define what you mean by "not working".  What did you expect to happen?  What actually happened?

 

Your question really reads as though you just want someone to give you working code for this.  Can you put more effort into showing that you've actually tried something yourself, please?


In Topic: GL ES 2.0 Color, Transparency and my custom animations

21 May 2013 - 09:40 AM

If you just want to send a 4-component floating point colour, there are two ways you can do this, both supported in ES2.0:

 

glVertexAttrib4f(v): sets an atrribute once only and the value remains the same for all vertices.

glUniform4f(v): send the colour as a shader uniform.


In Topic: vertice array

21 May 2013 - 03:23 AM

No, that sample draws nothing.  What that sample does is create a vertex buffer and fill it with the data you supply.  It's probably copy and pasted from a tutorial that uses SetFVF with D3DFVF_XYZRHW | D3DFVF_DIFFUSE.  Since it's using SetFVF the actual blending mode (or lack thereof) will depend on the SetTextureStageState calls elsewhere in the tutorial.


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