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Type: Posts; User: TomCooksey

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  1. Re: EGL 1.4 config sort rule 3 (component sizes)

    Done.

    Bug 327: http://www.khronos.org/bugzilla/show_bug.cgi?id=327
  2. EGL 1.4 config sort rule 3 (component sizes)

    The EGL 1.4 spec's config sort rule 3 for component sizes is counter-intuative. However, I think the foot note (foot note 6) on page 24 should make it clearer that this is really, really odd...
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    Re: Displaying EGL surfaces with OpenWF

    I agree the "glue" API which is missing probably belongs in EGL rather than OpenWF.

    Looking through the code, Wayland actually handles this in a similar way as described by by jpilon. It calls...
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    Re: Displaying EGL surfaces with OpenWF

    So allocating the actual buffer which will be displayed is out-of-scope of both EGL and OpenWF? It is left to the window system to provide a function which can allocate a buffer suitable for the...
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    Re: Displaying EGL surfaces with OpenWF

    bump?
  6. Thread: Brightness?

    by TomCooksey
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    Re: Brightness?

    Yup, I guess it makes sense to not stick it in if it's not certain it belongs in OpenWF. Thanks for clearing the matter up, especially what WFD_POWER_CONTROL was designed for.
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    Displaying EGL surfaces with OpenWF

    I want to allocate and render into an EGL surface using GLES2 and then use OpenWF display to bind that surface to display hardware. However, the OpwnWF Display specification seems to leave the...
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    Binding sources to multiple pipelines

    Is it possible to bind a single WFDSource to multiple pipelines simultaneously?

    The use case I'm thinking of is splitting a single desktop across two displays/monitors. To easily be able to drag...
  9. Thread: Brightness?

    by TomCooksey
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    Re: Brightness?

    The spec allows you to set gamma correction to a port using the WFD_PORT_GAMMA.
  10. Thread: Brightness?

    by TomCooksey
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    Re: Brightness?

    I was thinking more along the lines of a port attribute to control the brightness of the LCD backlight. Do you mean adjusting the connected display's hue/brightness/saturation? Do you know if it is...
  11. Thread: Brightness?

    by TomCooksey
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    5,251

    Brightness?

    Just been going through the OpenWF Display spec and just noticed that there doesn't appear to be any API to control the brightness of a WFDPort (or rather the display hardware connected to a WFDPort...
  12. Uniforms on a shader program used in multiple threads

    This isn't really a question but rather something we've recently discovered about uniforms while making Qt's graphics sub-system threadable.

    In Qt we use lots of shader programs and try to share...
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    Re: Sampling an alpha texture with texture2D

    Full spec you say....

    :oops: I've been using the difference spec for all this time! Thank you, I think you've probably saved me from months more of frustration. I no longer have to flick between...
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    Re: Sampling an alpha texture with texture2D

    Just what I was looking for, thanks.

    PS: Is this documented in the spec at all? I had a look but couldn't find it?
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    Sampling an alpha texture with texture2D

    I want to use an 8-bit texture as a mask. I upload the texture in GL_ALPHA format. How should I sample it? texture2D() returns a vec4 - does every component of the vec4 contain the sampled value, or...
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    Linking multiple shader objects

    The OpenGL ES 2.0 spec is a bit vague about glAttachShader, only saying it is the same as desktop OpenGL 2. So, reading the desktop OpenGL spec, I find in section 2.15.2:



    So lets say I have...
  17. Are uniform values saved when switching shaders?

    Lets say I have 2 shader programs, A & B, and do the following:

    1) Use program A
    2) Set uniforms for program A
    3) Render something
    4) Use program B
    5) Set uniforms for program B
    6) Render...
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    Re: Anti-aliasing on OpenGL ES 2.0

    You're probably right about the need for 256x - could probably get away with 64x on high-resolution displays (8x8 per pixel). I just gulp at the thought of allocating such a large buffer. Say it's...
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    Re: Anti-aliasing on OpenGL ES 2.0

    Doesn't that have the same performance hit as rendering multiple time? To emulate pixel coverage calculation, we'd have to render at 256x the resolution. I guess it's only an 8-bit mask we're...
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    Re: Anti-aliasing on OpenGL ES 2.0

    We need a solution for vector graphics in general. For small font sizes we generally use a software font engine to generate glyphs which are cached in a texture and blended when rendering. This lets...
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    Anti-aliasing on OpenGL ES 2.0

    I'm currently implementing an OpenGL ES 2.0 rendering back-end for Qt's QPainter vector graphics API. The problem is Anti-Aliasing.

    Ideally we'd like to use pixel-coverage rather than...
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    Re: Why are PBuffers double-buffered?

    Yup... Didn't search hard enough.

    Good news, thanks.
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    Why are PBuffers double-buffered?

    Just wondering why PBuffers are double-buffered?

    As far as I can tell, the use case for PBuffers are to render into them and then either:

    a) read the pixels out with glReadPixels()
    b) Copy the...
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