You should get information with glGetString and also, make sure you have the drivers from nvidia installed and not MESA3D or some other software junk.
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#5029026 Trouble with very slow rendering with nvidia under Linux
Posted by V-man
on 05 February 2013 - 08:15 AM
#4973465 My first C++ game
Posted by V-man
on 26 August 2012 - 07:12 AM
2. There is Nehe but it is ancient and just teaches GL 1.1 and few things like VBO.
There is the Wiki for GL 3 stuff
http://www.opengl.org/wiki/Tutorials
and all this
http://www.opengl.org/wiki/Getting_started#Tutorials_and_How_To_Guides
3. The same way you learn the syntax for any other API
4. 2D tic tac toe or Pac Man.
#4973374 Fullscreen mode not working with signle buffer
Posted by V-man
on 25 August 2012 - 06:33 PM
#4972972 OpenGL = Trying to start
Posted by V-man
on 24 August 2012 - 07:19 AM
#4972335 FrameBuffer mixing with BackBuffer
Posted by V-man
on 22 August 2012 - 01:37 PM
Also, if you don't have a depth buffer attached to your FBO, you should should disable depth testing. http://www.opengl.org/wiki/Framebuffer_Object_Examples#Color_only
#4951298 How To Solve Z buffer Fighting
Posted by V-man
on 21 June 2012 - 05:28 AM
http://www.opengl.org/wiki/Common_Mistakes#Depth_Buffer_Precision
#4944939 Does the OpenGL fixed function pipeline compute lighting in view-space?
Posted by V-man
on 31 May 2012 - 05:14 AM
GL doesn't have a view matrix and it doesn't have a world matrix. GL only has a modelview matrix.
GL transforms vertices by the modelview matrix to get eye space vertices. It also transform normals by the inverse transpose of the modelview matrix to get eye space normal vectors. Lighting is computed in eye space. In order to deal with non uniform scale, you can glEnable(GL_NORMALIZE). If you only have a uniform scale, you can glEnable(GL_RESCALE) which is "faster" than GL_NORMALIZE.
Of course, all of the above is relevant to the year 2002 and before. It's time to move to the world of shaders.
#4944104 Strange GLSL issue
Posted by V-man
on 28 May 2012 - 12:48 PM
#4936731 GLSL spotlight problem [SOLVED]
Posted by V-man
on 02 May 2012 - 05:35 AM
You should probably verify your "LightDirection" that you send to
glLightfv( GL_LIGHT0, GL_SPOT_DIRECTION, LightDirection );
#4913742 How to process texture indices properly
Posted by V-man
on 16 February 2012 - 02:49 PM
Otherwise, use glVertexPointer, glNormalPointer and the like.
#4911643 Perspective in opengl 3.3
Posted by V-man
on 10 February 2012 - 07:16 AM
http://www.opengl.org/wiki/Related_toolkits_and_APIs#Math_Libraries
#4911421 Clarification about GL_LINE_STRIP and Vertex Arrays
Posted by V-man
on 09 February 2012 - 02:33 PM
#4907019 realistic minimum GL version support in a year?
Posted by V-man
on 28 January 2012 - 08:40 AM
Doom3 can run on GL 1.1 apparently http://liamm.com/tech/voodoo-2-sli-doom-3-kit
All id engines are GL 1.1 + a load and tons of extensions.
#4906137 need help with rotation, transformation and scaling in opengl mathematics
Posted by V-man
on 25 January 2012 - 11:02 AM
#4904737 Preventing vertex duplication when loading triangle indexes into index arrays?
Posted by V-man
on 20 January 2012 - 07:59 PM
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