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  1. This i tested immediately without succes. But...

    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...
  2. Hmmmm... I never understood / used "std140...

    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...
  3. Okay, here i've a more theoretical question: what...

    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...
  4. Combining simple and modern rendering

    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...
  5. How to write data to uniform-blocks

    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...
  6. Arrrgh... I forgot this.

    Arrrgh...

    I forgot this.
  7. Yes, finally this will be better. So i'll do it...

    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...
  8. Okay, here is already the first question... ...

    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...
  9. Thank you. I was absolutely not sure that i...

    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...
  10. ...but also witout "layout (location=...)" in the...

    ...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...
  11. Thanks for your reply. Maybe it's the point...

    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...
  12. glDrawArrays shader input / layout question

    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...
  13. I think concerning the first point, you could...

    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...
  14. I think in the end you will have to use...

    I think in the end you will have to use "gl_FragCoord" ("fragment" ~ pixel), but everything starts by creating an openGL-context...
  15. Need a little help in coverting glTranlate / glRotate to glm::...

    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...
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    I just postetd a very short but working source at...

    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
  17. Yes No - before i used an older ThinkPad...

    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...
  18. A question concerning OpenGL with Intel/Nvidia Win10-notebook

    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)...
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    Thank you. I thougt so, but i was not sure...

    Thank you. I thougt so, but i was not sure...
  20. Replies
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    Now i understand you. In fact, this helps to...

    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...
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    I'm very sory about this. I probably need a lot...

    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.
    ...
  22. Replies
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    I did not know this but for some reasons i...

    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...
  23. With glTransformfeedbackvaryings, that are...

    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...
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    Concerning this (maybe you need this): ...

    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 ...
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    Puh... The principals of my application.... ...

    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...
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