Search:

Type: Posts; User: Nils Pipenbrinck

Page 1 of 3 1 2 3

Search: Search took 0.01 seconds.

  1. Replies
    7
    Views
    8,985

    Hi. In general you need a current context...

    Hi.

    In general you need a current context before calling any opengl functions. If you haven't initialized EGL before calling them bad things will happen.



    Yes. Textures are always local to...
  2. Hi Daniel, The code looks fine. You can call...

    Hi Daniel,

    The code looks fine. You can call glTexImage2D on the same texture name as often as you want. That's perfectly legal.

    Looks like there is a bug in that OpenGL implementation.

    As a...
  3. Hi. We have a graphic solution for the DaVinci...

    Hi.

    We have a graphic solution for the DaVinci platform.

    Please contact evru_support@tesbv.com and ask for the latest eVRU SDK. The SDK contains OpenGL ES 1.1 (subset) and EGL.

    Some more...
  4. Replies
    2
    Views
    5,134

    I've never used matrix palettes myself, but the...

    I've never used matrix palettes myself, but the spec sais:




    http://www.opengl.org/registry/specs/AR ... alette.txt
  5. Replies
    2
    Views
    4,918

    Hi Cumore, Only a linewidth of 1 is required...

    Hi Cumore,

    Only a linewidth of 1 is required by the spec. Some implementations support wider and smaller line widths as well, but that's just optional.

    If you need thicker lines you can always...
  6. There aren't any more ways to get the performance...

    There aren't any more ways to get the performance up without loosing even more precision.

    You could use this method of distance approximation:

    http://www.oroboro.com/rafael/docserv.p ......
  7. Replies
    6
    Views
    9,187

    It shouldn't crash. Passing null-pointers for the...

    It shouldn't crash. Passing null-pointers for the major and minor version number is valid according to the standard.

    However, my first try would be to pass valid pointers to the two last...
  8. Hi wycwang, could you please post the assembly...

    Hi wycwang,

    could you please post the assembly output of the DG_MATH_Normalize2B function? If you're using GCC (most likely) you can get it if you compile with the options -O3 -S somefile.c
    ...
  9. what's your target cpu? do you need vector...

    what's your target cpu? do you need vector normalize in fixed or floating point?

    Also, could you please post your existing normalization code, so we have a reference to start with. If possible...
  10. Replies
    3
    Views
    7,823

    Hi Mustaf, A config can be OpenGL and OpenVG...

    Hi Mustaf,

    A config can be OpenGL and OpenVG compatible.

    The EGL implementation has to support such configs if you want to use them (as far as I can see this is not required). The relevant...
  11. This does not apply to your problem because you...

    This does not apply to your problem because you already have performance problems with one newton-raphson step. Unfortunately there is no faster algorithm, or at least I don't know any.

    Just in...
  12. Re: What's the usage model of VG_BW_1 color format?

    Right. It's all about memory saving on the client side.

    A typical use-case for the BW_1 format would be a fax viewer application.
  13. Because a hint is just a hint. OpenGL...

    Because a hint is just a hint. OpenGL implementations are allowed to just ignore hints. If it does not work, the OpenGL implementation you're working on most probably does not support antialiasing.
  14. Are you sure that your fMul macros don't call...

    Are you sure that your fMul macros don't call some runtime library functions? Compilers can be incredible stupid when it comes to 64 bit arithmetic (and you'll need 64 bits for the temporary...
  15. Could you post the compiler output of the...

    Could you post the compiler output of the function please (e.g. the assembly)? There might be something go wrong under the hood.

    The function itself looks fine.
  16. Replies
    2
    Views
    9,565

    Thanks a lot!

    Thanks a lot!
  17. Replies
    2
    Views
    9,565

    GL_TEXTURE_CROP_RECT_OES parameters

    Does anyone know the order / meaning of the 4 integers passed via GL_'TEXTURE_CROP_RECT_OES?

    I've tried to find the information in the OES_draw_texture extension documentation, but they don't...
  18. If you compile with GCC, try these routines. They...

    If you compile with GCC, try these routines. They generate pretty good code. The matrix-multiply and transform might be the wrong way around (e.g. rows/columns exchanged), but that's an easy fix.

    ...
  19. You do it in the same way as with most other...

    You do it in the same way as with most other CPU's :)

    Out of the blue, I'd say that your compiler isn't smart enough to optimize the 32*32 = 64bit multiply using the SMULL or SMLAL instruction....
  20. Hi Ileben, Read up the original Porter-Duff...

    Hi Ileben,

    Read up the original Porter-Duff paper on the post-divide thing. They have not been sure what to do in this case themselfs. If you think about it: You try to display a half transparent...
  21. Hi Ileben, Jep. That's the one. ...

    Hi Ileben,



    Jep. That's the one.



    When I started to dig into OpenVG I was confused and didn't understood the whys and hows of porter-duff blending as well. In the end, it works as good as...
  22. That's true.. It never blends with the...

    That's true.. It never blends with the background, and the alpha is ignored, or better said: The alpha is copied onto the drawing surface unmodified. If you want blending use VG_BLEND_SRC instead.
    ...
  23. I just disallow non-premultiplied egl-surfaces...

    I just disallow non-premultiplied egl-surfaces for rendering with OpenVG :-)

    That way I can do all my rendering in premultiplied colorspace and never run into the problem to do a post-divide step...
  24. Re: Drawing two Rendering Context in same time.

    As Jon said, it's not possible directly. Going multithreaded is the simplest and the most performance hungry way to do it, if your OpenGL / EGL is capable of supporting multiple contexts at all.

    ...
  25. Replies
    1
    Views
    7,605

    That won't work. The only surfaces you can...

    That won't work.

    The only surfaces you can bind as textures are PBuffers, and you don't get a pointer to their surface memory.

    Infact you don't get pointers to any kind of surface memory using...
Results 1 to 25 of 64
Page 1 of 3 1 2 3