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comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
You can gain access to a stencil buffer by using a renderbuffer format of GL_DEPTH32F_STENCIL8 instead of GL_DEPTH_COMPONENT32F, and then attaching that single renderbuffer as both your FBO's depth attachment and its stencil attachment. I believe that this format is guaranteed to be supported by any OpenGL 3.x+ core context.
1d
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
...though having said that, if you're using a renderbuffer, you can probably use glGetRenderbufferParameteriv( <target>, GL_RENDERBUFFER_DEPTH_SIZE, &result ) to directly query what size the created depth buffer was. I'll give that a try on my 980 and add the results.
1d
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
@Shadow503 I can't find any documentation on precisely which FBO attachment formats are supported in NVidia's current crop of cards, but what they've traditionally done is to silently give you a 24-bit fixed-point depth buffer if you'd requested a 32-bit one. To tell if they're still doing that, you'd probably need to render something on the card, read back the depth buffer, and programmatically check how the depth values are quantized.
Feb
5
comment Using VBO in Opengl. powered with c# TAOFramwork
@ratchetfreak You beat me by 20 seconds. (should have been posted as an answer, though!)
Dec
26
comment Know if you're fully utilizing the GPU
Elephant in the room: If you have 17,000 draw calls each frame, you are not fully using your GPU.
Dec
25
comment OpenGL/SDL2 How to resize the render area with the window?
Sounds like maybe you have a leftover scissor region still active? Also worth checking that you're resizing any non-default framebuffers. In my game, for example, I rendering into a couple of offscreen framebuffers, before blitting the results to the screen. So when my window gets resized, I need to resize those other framebuffers as well.
Dec
17
comment How to justify friendly shopkeeper in the cave of doom among millions of mobs?
@vsz The original question didn't specify that it wanted realistic motivations. It also didn't specify a medieval-ish fantasy world (not sure where you got that from). It actually didn't specify much of anything, so my answer here was entirely mechanical in nature, apart from the silly quip in the last two sentences, which I just thought was funny and didn't think anyone would take seriously.
Dec
2
comment How can I create borders in an open-world game that don't feel artificial?
@WernerCD It's already in the list, approximately two thirds of the way through. :) (although perhaps not as explicitly as it ought to be)
Nov
24
comment Terrain shader from heightmap opengl GLSL
Your height map is flipped on one axis.
Nov
13
comment OpenGL not rendering textures
(technically, you could swap the calls to glBindTexture() and glEnable() if you really want to. But everything else has to happen in this order, in order to work correctly.)
Nov
13
comment OpenGL not rendering textures
Additionally: according to the documentation, the only time glEnable() will trigger a GL_INVALID_OPERATION error is if you call it between glBegin() and glEnd(). Were you doing that, perhaps? OpenGL doesn't allow you to change the fixed function pipeline's configuration in the middle of a draw.
Nov
13
comment OpenGL not rendering textures
Note that 1282 is GL_INVALID_OPERATION.
Nov
12
comment How can I normalize a vector if I am handling movment of each axis seperatley?
(With that said, I can't make your amended formula produce reasonable results, so either it needs more explanation about how to use it, or there may simply be fundamental problems with the formula. But either way, the place to wrangle with those is in a separate answer, not in the comments on this one.)
Nov
12
comment How can I normalize a vector if I am handling movment of each axis seperatley?
@KyleBaran Please post answers as answers, not as comments.
Nov
11
comment What is the genre defined by getting as far as possible along an infinite level called?
A simple Google search for "jetpack joyride genre" would have turned up the answer.
Nov
9
comment How can I detect if a gameObject has collided with two other specific objects at the same time?
Okay, for some reason this user has been editing their previous questions to contain the same text as their new questions; nicely spotted, @Problematic! Rolling back to original text, to preserve the usefulness of the already-existing (and accepted!) answers.
Nov
9
comment Distance travelled by gameObject and behavior depend on device's performance?
@Problematic Yikes, you're right. I'll do a rollback and see whether folks will vote to reopen with the original question text. Not sure why this was edited into a different question.
Nov
6
comment How can I detect if a gameObject has collided with two other specific objects at the same time?
Also of gamedev.stackexchange.com/questions/109519/…. No need to keep re-asking the same question.
Oct
29
comment OpenGL model rendering issue
This does not appear to be a question.
Aug
7
comment Can I include a public domain book in my game?
Moral rights (sometimes called "authors rights") are rights retained by the author of a work, even if they no longer hold the copyright. They include the right of attribution (or of not being attributed, at the author's discretion), and the right to ensure the integrity of the work. More details on Wikipedia