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#4904275 Rendering textures from obj file
Posted by V-man
on 19 January 2012 - 08:43 AM
http://www.opengl.org/wiki/FAQ#Multi_indexed_rendering
#4903180 Cubemap problems
Posted by V-man
on 16 January 2012 - 04:31 AM
normally people do
gl_Position = projection *modelview * in_Vertex;
#4902984 glDrawArrays segfault, beginner confused
Posted by V-man
on 15 January 2012 - 11:37 AM
I think that GLEE is over. Try GLEW or GL3WAm I being stupid? How can GLee report that something's not supported where GL reports that it is?
http://www.opengl.org/wiki/OpenGL_Loading_Library
#4902626 16 Bit Non-Clamped Texture
Posted by V-man
on 14 January 2012 - 05:56 AM
#4900316 The final word on stencil buffer and FBOs
Posted by V-man
on 07 January 2012 - 06:04 AM
http://www.opengl.org/wiki/Framebuffer_Object_Examples#Stencil
#4900254 GLSL - Reading Textures
Posted by V-man
on 06 January 2012 - 02:49 AM
EXAMPLE
http://www.opengl.org/sdk/docs/man/
for glteximage2d portion, it says if you use luminance format, GL assembles it in a RGB and sets alpha to 1.
So that's what happens in GLSL as well. In other words, that how the GPU is wired.
#4899992 Multitexturing - Overwriting transparent areas with RGB
Posted by V-man
on 05 January 2012 - 10:39 AM
#4898203 10 Bit textures and bit-shifting on the GPU
Posted by V-man
on 30 December 2011 - 12:15 PM
V-man - Useful to know that the format exists... I'm curious though... Is there a reason that that particular internal format is not mentioned on the follow page:
http://www.opengl.or...lTexImage3D.xml
It depends on the GL version. That page is link into http://www.opengl.org/sdk/docs/man/xhtml/
which says GL 2.1 at the top
You might want to use GL 3.3 http://www.opengl.org/sdk/docs/man3/
or GL 4.2 http://www.opengl.org/sdk/docs/man4/
and the spec files
http://www.opengl.org/documentation/specs/
#4897644 10 Bit textures and bit-shifting on the GPU
Posted by V-man
on 28 December 2011 - 05:08 PM
#4896517 (Help)My matrices give me a blank screen!
Posted by V-man
on 22 December 2011 - 07:52 AM
.
#4888742 What to use if both GL 2.0 and ARB shader available?
Posted by V-man
on 29 November 2011 - 06:05 AM
http://www.opengl.org/wiki/FAQ
and more specifically
http://www.opengl.or...k_On_Windows.3F
http://www.opengl.or...tting_Functions
http://www.opengl.or...Loading_Library
and yes, you can ask users to buy themselves a GL 2.0 or above card.
There are a lot of Intel drivers out there that could handle GL 2.0 just fine but Intel doesn't write proper drivers for them. They are limited to 1.4 or 1.5 I think and are extremely buggy. You better go with Direct3D if you want Intel.
#4885302 Texture Colors Not exact as Texture
Posted by V-man
on 18 November 2011 - 06:58 AM
#4882991 Why glEnable(GL_LIGHTING) is raising GL_INVALID_ENUM?
Posted by V-man
on 11 November 2011 - 11:39 AM
and that means the old GL stuff is dead and gone. GL_LIGHTINGis not valid for glEnable so it raises that error.
I suggest you use glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE) or just create a GL 2.1 context.
#4882974 2 GLSL questions
Posted by V-man
on 11 November 2011 - 10:51 AM
You didn't even read the question, did you?
Of course I did. I also wrote that Wiki page. glClientActiveTexture does the job followed by a glEnableClientState(GL_TEXTURE_COORD_ARRAY) and then a call to glTexCoordPointer.
Did you understand his question?
#4881449 ARB_vertex_program on ATI graphics card
Posted by V-man
on 07 November 2011 - 10:38 AM
ATI is known for strict syntax requirements, nvidia for once has a less strict interpretation of GLSL. That often result in shaders running flawless on nvidia cards, but not running at all on ATI. Always check for errors when compiling you shaders and log them, the error messages contain detailed information about the type and occurrence of syntax errors.
anything i can try to get it running on an ATI card? i'm going to try it on an nVidia card tonight but sadly i have to work on this ATI one!!!
He isn't using GLSL. He is using the 8 year old ASM extension.
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