What benefit can I get from using GL_MAP_INVALIDATE_RANGE_BIT?
I don’t know the aim of setting this bit when we map a buffer. We clearly know whether we’re interested in the data in the buffer. So I think it is a bit flag indicating things to OpenGL. But, can we get any performance benefit from setting this bit?
What benefit can I get from using GL_MAP_INVALIDATE_RANGE_BIT?
I don’t know the aim of setting this bit when we map a buffer. We clearly know whether we’re interested in the data in the buffer. So I think it is a bit flag indicating things to OpenGL. But, can we get any performance benefit from setting this bit?
What benefit can I get from using GL_MAP_INVALIDATE_RANGE_BIT?
I don’t know the aim of setting this bit when we map a buffer. We clearly know whether we’re interested in the data in the buffer. So I think it is a bit flag indicating things to OpenGL. But, can we get any performance benefit from setting this bit?
What benefit can I get from using GL_MAP_INVALIDATE_RANGE_BIT?
I don’t know the aim of setting this bit when we map a buffer. We clearly know whether we’re interested in the data in the buffer. So I think it is a bit flag indicating things to OpenGL. But, can we get any performance benefit from setting this bit?
What is shareable between OpenGL contexts and how to enable sharing
I’m making a CAD software that will create different OpenGL contexts for similar view (if they aren’t showing the same thing).
What is shareable between OpenGL contexts and how to enable sharing
I’m making a CAD software that will create different OpenGL contexts for similar view (if they aren’t showing the same thing).
What are the major differences between OpenGL ES 2.0 and 1.x?
I have to learn OpenGL and get a basic OpenGL app built, and I have a few questions:
Linux OpenGL programming, should I use GLX or any other?
I’m new to OpenGL and found that there are a lot of libraries to do that in C,
and I also found that glx is most friendly with Linux X Server, I just want to do basic stuff, and I cannot find any tutorials for GLX.
Compiling OpenGL Assembly Language (ARB) assembly code
I have two questions to ask.
What is the relationship between OpenGL, GLX, DRI, and Mesa3D?
I am starting out doing some low-level 3D programming in Linux. I have a lot of experience using the higher level graphics API OpenInventor.