opengl-3 Questions

1

So, I am trying to implement the picking through id. This means with every drawArray a different unique id will be set as uniform and saved in the red component on a texture. 16 bits are more than...
Farci asked 7/2, 2014 at 10:47

2

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I'm experimenting with the new SDL2 beta and an OpenGL3 context, and I'm having a weird problem: If I run the SDL initialization code in my main() function, it works fine, but I want to have this ...
Thirza asked 11/12, 2012 at 18:22

1

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I have implemented the basic shadow mapping algorithm but it works correctly with only one light. I want to render a scene with two following point lights : Light_1 - position : vec3(-8.0f, 5.0f...
Crissycrist asked 23/12, 2013 at 16:17

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I'm trying to wrap my GL calls in external functions and classes. So, this brings up a question for setting uniforms for my shaders: is glGetUniformLocation a slow operation? If so, will using an s...
Middling asked 6/12, 2013 at 2:26

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I'm new to OpenGL3 and now I'm considering moving to OpenGL3 and port my old code. I started reading the few tutorials I found on the web just yesterday. I already have experience with the old Open...
Faltboat asked 4/12, 2013 at 13:23

1

I have reimplemented OpenCSG for modern OpenGL version. PixelFormatAttributes: NSOpenGLPFAColorSize , 24 , NSOpenGLPFAAlphaSize , 8 , NSOpenGLPFADepthSize , 32 , NSOpenGLPFAStencilSize , 8 , NSOp...
Risotto asked 25/11, 2013 at 17:1

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For memory-efficient realtime embedded graphics I have traditionally used DDS images encoded using GL_LUMINANCE when I need lossless grayscale images (or GL_LUMINANCE_ALPHA when there is alpha need...
Allot asked 19/11, 2013 at 16:27

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I'm trying to read some OpenGL tutorials on the net. the problem is that I found some old ones that use gluPerspective(). gluPerspective was deprecated in OpenGL 3.0 and removed in 3.1. What funct...
Ante asked 10/3, 2010 at 14:39

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Following some OpenGL tutorials for OpenGL 3+, Right out of the gate, I've run into some discrepancies, here is the code I managed to get, but right out of the gate, I'm getting this massive slew o...
Corregidor asked 21/8, 2013 at 16:38

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I am confused with the point in generating/creating a Vertex Array Object (VAO) with: glGenVertexArrays(GLsizei n, GLuint *arrays); and glBindVertexArray(GLuint); Because I can still create a...
Ravens asked 11/5, 2011 at 20:17

2

I am using an FBO+RBO, and instead of regular double buffering on the default framebuffer, I am drawing to the RBO and then blit directly on the GL_FRONT buffer of the default FBO (0) in a single b...
Danikadanila asked 12/7, 2013 at 5:58

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Okay, so I already know why I need GLEW, but only up to a point. If I am using modern OpenGL stuff, probably from version 3.0 onwards, and/or am using the Core Profile, then GLEW is required as wi...
Telluric asked 23/7, 2013 at 11:42

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I'm writing a mac application that draws some of its UI on NSOpenGLView using OpenGL with legacy profile. My app is targeted to OS X 10.7 and later. If I migrate to OpenGL 3.2, would it prevent s...
Boley asked 30/8, 2012 at 21:16

2

When do I use the STD140 for uniform blocks in OpenGL? Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared". Is it just prefere...
Signalment asked 29/4, 2013 at 3:37

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I am using OpenGL3.2 Core Profile on OSX. And I want to do instanced drawing (glDrawArraysInstanced), where I pass a matrix for each instance. My vertex shader builds just fine: #version 150 in m...
Pentalpha asked 27/6, 2013 at 23:44

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EDIT + BETTER SOLUTION: In case anyone happens to run into the problem I was running into, there are two solutions. One is the solution accepted, but that only applies if you are doing things how ...
Capitalism asked 20/6, 2013 at 22:24

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I'm writing a GLSL shader to #version 130 (OpenGL 3.0) It gives a warning that "global function texture1D is deprecated after version 120" I've googled but can't find much. If it's deprecated, th...
Awaken asked 10/6, 2013 at 7:45

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I came across a nasty problem in my program when i tried to use the same texture unit (number 0) for different texture types (i.e. a normal 2D texture and a cube map) in my shader. It appeared so t...
Borghese asked 7/6, 2013 at 17:58

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Lets say I have 2 species such as humans and ponies. They have different skeletal systems so the uniform bone array will have to be different for each species. Do I have to implement two separate s...
Aylmer asked 28/3, 2012 at 21:43

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So this one is a doozie; I've got a pretty large OpenGL solution, written in version 3.2 core with GLSL 1.5 in Windows 7. I am using GLEW and GLM as helper libraries. When I create a window, I am u...
Ables asked 26/1, 2012 at 10:49

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Bullet has an implementation of the btIDebugDraw interface in older OpenGL which is used to draw the physics world for debugging. The interface is like this : class GLDebugDrawer : public btIDebug...
Mcbee asked 23/12, 2012 at 3:4

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I know that glVertexAttribDivisor can be used to modify the rate at which generic vertex attributes advance during instanced rendering, but I was wondering if there was any way to advance attribute...
Issuant asked 18/3, 2013 at 0:12

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I am trying to look for scenarios where Sync Objects can be used in OpenGL. My understanding is that a sync object once put in GL command stream ( using glFenceSync() ) will be signaled after all t...
Unison asked 28/2, 2013 at 13:40

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I've managed to implement OpenGL Debug Contexts (awesome, finally!) and most things seem all good and well, but I'm seeing a performance warning that I'm unable to find good information on. [ 0.03...
Baro asked 17/8, 2012 at 10:52

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I am using OpenGL without the deprecated features and my light calculation is done on fragment shader. So, I am doing smooth shading. My problem, is that when I am drawing a cube, I need flat norm...
Hymnal asked 20/2, 2013 at 13:12

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