This i tested immediately without succes. But these lines i put there after having no result without them. Normally all textures are active and the texture should be bound already entering this...
Type: Posts; User: art-ganseforth
This i tested immediately without succes. But these lines i put there after having no result without them. Normally all textures are active and the texture should be bound already entering this...
Hmmmm...
I never understood / used "std140 layout" (or std420).
To explain my idea before i try to understand it (also because - as you know possibly - i've a complex working application, that...
Okay, here i've a more theoretical question: what means "slow"? This is something where i was thinking about several times "en passent"...
My program uses a self-written script-language for almost...
Hello,
i'm not sure if i expressed it correct: "simple and modern rendering". I have a rendering-thread, rendering 3d-objects with the same light and projection- /view-matrices. Now i want to draw...
Hello everyone,
i'd like to use uniform-blocks to transfer two independent sets of parameters to my shader, but i never did this before. I found a tutorial / example, where a uniform-buffer-object...
Arrrgh...
I forgot this.
Yes, finally this will be better. So i'll do it now...
I found out one more hint concernig the crashes. Currently i use this as vertex-shader (the matrices are treanfered with system-generated...
Okay, here is already the first question...
For the beginning (and also because it may be the better for my application) i want to use only one location with - in this case - eight indices. This...
Thank you.
I was absolutely not sure that i nessecairly have to use glVertexAttribPointer...
To implement this will be a lot of work, because i've to do several changes. I'd rather done this...
...but also witout "layout (location=...)" in the shader (just declaring the attributes in the order as they are transfered), doesn't change the result, that the tex-coord gets lost somehow.
By...
Thanks for your reply.
Maybe it's the point that i still mix up VAO and VBO. I'm still working with VBO(?) without client-specified attrbute-sets. I use normal GL_T2F_N3F_V3F-format.
I've a...
Hey all!
I've problems to understand how i correctly get my vertex-buffer-data into my shader. The data comes as T2F-N3F-V3F-array and i tested various formulations in the vertex-shader, like this...
I think concerning the first point, you could maybe use transorm feedback to copy the data into an VBO of different size. Concerning the second point, glMultiDrawArrays or glDrawArraysInstanced might...
I think in the end you will have to use "gl_FragCoord" ("fragment" ~ pixel), but everything starts by creating an openGL-context...
Hi there,
i just want to remove depretched function from my source So i'm just replacing the old glRotate, glTranslate, etc. by glm-calculations. I've to admit, that i'm quiet stupid in this...
I just postetd a very short but working source at wxWidgets-forum: https://forums.wxwidgets.org/viewtopic.php?f=1&t=45520&p=188844#p188844
Yes
No - before i used an older ThinkPad with Intel HD 4000 (on-board)
As said: I can configure the prefered GPU for OpenGL-rendering in the nvidia-driver, but this does not semm to make a...
Hello everyone,
after i had to learn that intel-drivers might produce problems, i've now a new notebook with intel 630 (on-bord) and nvidia gtx1060.
After installing the latest (as i hope)...
Thank you. I thougt so, but i was not sure...
Now i understand you.
In fact, this helps to correct an older missunderstanding. A long time ago, i wanted to do so. The result was distorted which was (after now remembering this) surely some...
I'm very sory about this. I probably need a lot more experience, even to understand your questions.
Like i.e.:
... where i've no idea, what "directly" or (as opposite) "indirectly" may mean.
...
I did not know this but for some reasons i suspected something like this - at least since i had to set a special gluexperimental (or something like this) -flag to avoid crashes usig...
With glTransformfeedbackvaryings, that are shader-varyings (like i.e. gl_vertex).
I've just lerned it myself with help of this forum, so i take the time to anwer you. Mybe this helps a bit:
On...
Concerning this (maybe you need this):
GPU-Vendor: Intel
GPU-Renderer: Intel(R) HD Graphics 4000
GL-Version: 4.0.0 - Build 10.18.10.4885
SL-Version: 4.00 - Build 10.18.10.4885 ...
Puh...
The principals of my application....
What i do currently is, to draw my vertex-array without rasterisation to a second (temporary) one. This may be done (without using any of the...