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seen Dec 1 at 16:02

Nov
1
comment How does one get adjacency information in a geometry shader?
So are you saying that for instance a line_adjacency type, for each primitive I send I need it to be laid out like I can access in the geometry shader? Meaning vertex 0 would be an adjacent, 1 would be start point of my line, 2 would be endpoint and 3 would be adjacent. So the VBO I submit needs to have this info?
Oct
31
asked How does one get adjacency information in a geometry shader?
Oct
31
comment GLSL Core Functionality Geometry Shader examples
I'm actually fixing to try and use geometry shader for rending a cube map.
Oct
30
revised GLSL Core Functionality Geometry Shader examples
added 4 characters in body
Oct
30
accepted Why is programmable pipeline( GLSL ) faster than fixed pipeline?
Oct
30
accepted Learning GLSL: What's a good intermediate project to work on?
Oct
30
accepted How should I approach AI for Spades game?
Oct
30
asked GLSL Core Functionality Geometry Shader examples
Oct
28
answered Which pathfinding algorithm should I use for multiple enemies and tower placement?
Sep
29
asked How should I approach AI for Spades game?
Sep
4
accepted OpenGL: Display Memory, Offscreen Memory, and the Framebuffer?
Sep
3
comment OpenGL: Display Memory, Offscreen Memory, and the Framebuffer?
So if you're learning OpenGL should just not worry about the display memory or offscreen memory and just focus on the framebuffer?
Sep
3
comment OpenGL: Display Memory, Offscreen Memory, and the Framebuffer?
I'm getting this information from the Orange Book 3rd edition, which OpenGL 3.2( I think ) was the latest release at the time it was released. They do talk about display and offscreen memeory, but It sounds to me from your post that all of this resides in the default frame buffer. Display memory being the front buffer and offscreen memory being everything else in the frame buffer. Is that safe to assume?
Sep
2
asked OpenGL: Display Memory, Offscreen Memory, and the Framebuffer?
Sep
2
asked Learning GLSL: What's a good intermediate project to work on?
Aug
26
awarded  Nice Question
Aug
26
comment Why is programmable pipeline( GLSL ) faster than fixed pipeline?
Here's the gamedev link gamedev.net/topic/…
Aug
25
comment Why is programmable pipeline( GLSL ) faster than fixed pipeline?
I've found a post on gamedev.net that answers my questions.
Aug
25
revised Why is programmable pipeline( GLSL ) faster than fixed pipeline?
added 1 characters in body
Aug
25
asked Why is programmable pipeline( GLSL ) faster than fixed pipeline?