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Erik Rufelt

Member Since 17 Apr 2002
Online Last Active Today, 02:08 AM

Posts I've Made

In Topic: Antialiasing in 3D with Core OpenGL (Windows)

20 May 2016 - 08:05 AM

You should be able to smooth edges with alpha-blended lines or similar after all your regular geometry is drawn (using depth-testing but not depth-writes). I would imagine GL_LINE_SMOOTH could work fine there with depth-testing..

Your question is tagged with OpenGL ES but the title says Windows, do you do OpenGL ES on desktop or regular OpenGL?


In Topic: Screen tearing when using OpenGL on Windows

14 May 2016 - 10:55 AM

VSync is often unreliable in windowed mode. If you create a window filling the entire screen with its client area and nothing obscuring it (WS_POPUP / WS_EX_TOPMOST) the Nvidia driver should switch to exclusive fullscreen mode.

For perfect VSync you actually want pre-rendered frames, so it should not be set to 1, that would break VSync if even a single frame happened to lag behind because of some background process or similar that is out of application control


In Topic: Manually loading OpenGL functions on Windows

09 May 2016 - 10:59 AM

I also use the fallback method to get pointers for the old functions.. I think that's what common extension libraries do as well, though I haven't actually checked..

If including a recent glcorearb.h header without the prototypes-define it won't define the old prototypes either, but will define the function pointer types for the 1.0 functions etc. as well. And with the prototypes-define it will add prototypes for all functions including newer ones.

On Linux all function pointers can be obtained with glXGetProcAddress so there no fallback is required.

If still linking to opengl32.lib one could of course do another fallback, something like mynamespace::glClear = ::glClear instead of GetProcAddress...


In Topic: bezier curve character

09 May 2016 - 02:46 AM

No.


In Topic: Meshes rendered with the aid of shaders corrupted in windows 64 bit

08 May 2016 - 04:05 PM

Could be something with "index" as an integer in the shader. Try using a simpler shader that doesn't use array indexing and doesn't use integers to make sure. Did you enable the debug runtime properly?

Go into the DirectX control panel and make sure you set the highest debug level under D3D9 and enable all the debug options, then run your app with the debugger and see what output you get.


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