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Member Since 09 Jun 2013
Offline Last Active Apr 29 2016 04:53 AM

Posts I've Made

In Topic: wglMakeCurrent returns TRUE but seems to fail

12 November 2015 - 07:46 AM

Okay, I could figure out that this happens if the ram and the video ram are both full and then a context switch happens. If everything runs in one thread its slow but OpenGL reacts fine. I think this is a driver "bug" more or less ( there should be some kind of error/exception what ever in my opinion), either the memory managment in the threading context or the context switch are involved too.
I dont have a solution to this, but maybe if someone has the same problem this helps a bit.

In Topic: wglMakeCurrent returns TRUE but seems to fail

06 October 2015 - 01:58 PM

Thanks for the reply and I am aware that this design is not optimal. I maintain the the OpenGL part of the application, in general the context switches work fine (at least 20 persons use the software on a daily base).
OpenGL parts are saved with locks, so your example should not be possible. But I understand what you are saying and I think you are right. I would love to understand why it only happens in the one (relatively big) dataset, that might be a hint that it might be something on myside. And what I really dont understand is, that wglMakeCurrent returns TRUE and directly afterwards the OpenGL call is ignored, and this scope is completely saved with locks.
But yeah I am aware that this is a very special case and hard​ to say something with out in depth analyzing the code. I just thought maybe someone has an idea what I could try to find the reason for this behavior.
thanks again!

In Topic: Differences in setting point size in shader and main

17 December 2014 - 01:52 AM

I am using the Nvidia driver 340.84

In Topic: Differences in setting point size in shader and main

16 December 2014 - 07:04 PM

That the points become smaller if they are far away is intended. Dependend on the distance I use a smaller pointsize, therefore this is okay and I use glEnable(GL_PROGRAM_POINT_SIZE) when I am using the shader to set the point size.


But I agree with you that in my understanding of the spec the behaviour should be identical. Which means that in both cases the points should or should not vanish but not vanish in one case and dont vanish in the other one.

I am using a NVIDIA Quadro K2000, I have to look up the driver version tomorrow since I am not at my desktop at the moment.
I will let you know and thanks for making clear that it is probably a driver bug.

In Topic: Trying to do a simple point light shader in GLSL

26 September 2014 - 01:41 AM

you may want to have a look at this: http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/point-lights/
The names are a little different there because its OpenGL 3.3 and there you dont have gl_NormalMatrix and so on by default.
And the shader there also uses ambient and specular light but the basics for the diffuse part are what you want to do.
I am sorry right now I dont have the time to look
deeper into your problem. If nobody will tell you what exactly the problem is, I will look into this after work.