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vladic2000x

Member Since 18 Sep 2005
Offline Last Active Yesterday, 11:11 PM
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Topics I've Started

SOIL_load_image and mipmaps

16 May 2013 - 12:34 AM

Hello! Is there a way to get access to different mipmap levels using SOIL_load_image()?
 
The code below crashes the app:
 
int width, height, mipMapLeveCount;
unsigned char* imageDataPtr =SOIL_load_image( "texture/checker.dds", &width, &height, &mipMapLeveCount, SOIL_LOAD_RGB);
unsigned char* tempPtr=imageDataPtr;
 
for(int mipmapLevel = 0; mipmapLevel < mipMapLeveCount; mipmapLevel++)
{
glTexImage2D( GL_TEXTURE_2D, mipmapLevel, GL_RGB, width, height, 0, GL_RGB,GL_UNSIGNED_BYTE, imageDataPtr );
imageDataPtr+=width*height*3;
width/=2;
height/=2;
}
 
SOIL_free_image_data( tempPtr );

GLSL versions differences at a glance?

19 December 2012 - 11:44 AM

Hi there, so I've been doing a little HLSL prrogramming with DirectX in recent years and now I'm trying the GLSL with OpenGL. One thing that strikes from the very beginning, is that I cannot find a decent description of the differences between the various versions of GLSL. As an example, the HLSL differences are laid out simply here:

http://en.wikipedia.org/wiki/High_Level_Shader_Language#Pixel_shader_comparison

Now when I try to google the same for GLSL, I just can't find a simple and understandable description of what are the limits of each version of GLSL and what new features have been introduced to each version. Does anybody has this information in a simply and easy to read layout? Also does anybody know what GLSL versions are on par with what HLSL version?

Thanks!

Fill rate questions

08 June 2012 - 07:22 AM

Hi there. This question is about fill rate performance. What will be faster: rendering a quad with 1024x1024 texture or the same quad with 128x128 texture (scaled with linear interpolation). I'm not seeing any FPS improvement in my application for 128x128, even a small 1 FPS decrease from 1024x1024... Is there some performance gain from this perspective?

Thanks

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