glx

X11/GLX - Fullscreen mode?

自闭症网瘾萝莉.ら 提交于 2019-12-20 12:06:19
问题 I am trying to create a Linux application - a screensaver, in this case - and it is proving remarkably difficult to find information on the simple task of making a window full-screen. Even the code of existing screensavers makes no mention of how they manage it, and I've yet to see any obvious function like XRemoveDecoration() . After much fumbling around, I did manage to create a window that's the same size as the desktop, with this: Window win = DefaultRootWindow(disp); XWindowAttributes

OpenGL GLX extension not supported

情到浓时终转凉″ 提交于 2019-12-17 23:32:52
问题 I had installed OpenGL and freeglut in Ubuntu 10.04 and it worked fine in 10.04 and 10.10. But after I upgraded to 11.04, the applications I've developed using OpenGL is not running properly. They're compiling without errors, but when I try to execute them, I get there errors: For GLUT: Xlib: extension "GLX" missing on display ":0.0". freeglut (./a.out): OpenGL GLX extension not supported by display ':0.0' For just OpenGL: Xlib: extension "GLX" missing on display ":0.0". main: X server has no

Create GLX context in specific region of a window

帅比萌擦擦* 提交于 2019-12-14 02:31:22
问题 I would like to create an OpenGL context with GLX inside a window. However, I do not want it to span over the whole window region. Instead, it should only cover a subregion. For example, GLUT provides a function for this behaviour. Also major toolkits like GTK+ or QT provide GL widgets, which are only subregions of X windows. However I need to work low-level. glXMakeCurrent() accepts a X Drawable identifier. Is it possible to define a Drawable as being a subregion of a window? Or are there

dyld Missing glX* from libX11

二次信任 提交于 2019-12-13 07:39:07
问题 ​While attempting to run [executable] , a program I wrote under Linux and am attempting to test under XQuartz on OSX, I get: dyld: lazy symbol binding failed: Symbol not found: _glXChooseVisual Referenced from: [executable] Expected in: /usr/X11/lib/libX11.6.dylib [...] Trace/BPT trap: 5 The only precedent I could find was this, which wasn't resolved. My program uses GLEW as set up here. Clearly, glXChooseVisual isn't being found, but I would expect it in libX11 , so . . . what went wrong?

glXChooseFBConfig returns NULL

醉酒当歌 提交于 2019-12-11 21:34:02
问题 I'm trying to configure a framebuffer on a computer which has no dedicated graphics card. Only mesa GL. I've tried multiple FB configurations but I can't seem to get a non-NULL return. The same code works on another computer with nvidia drivers.. OpenGL vendor string: Tungsten Graphics Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Desktop OpenGL version string: 3.0 Mesa 8.0.4 OpenGL shading language version string: 1.30 The mesa examples that works on another computer also fails at

GLX Vsync event

断了今生、忘了曾经 提交于 2019-12-11 13:30:54
问题 I'm wondering if I could catch the screen vsync event by any file descriptor and [select | poll | epoll]ing it. Normally, if I'm right, glXSwapBuffers() doesn't block the process so I could do something like : int init() { create epollfd; add Xconnection number to it; add some other fd like socket timer tty etc... possibly add a vsync fd like dri/card0 or fb0 or other??? return epollfd; } main() { int run = 1; int epollfd = init(); while(run) { epoll_wait(epollfd, ...) { if(trigedfd = socket)

OpenGL Colorspace Conversion

你离开我真会死。 提交于 2019-12-07 12:29:01
问题 Does anyone know how to create a texture with a YUV colorspace so that we can get hardware based YUV to RGB colorspace conversion without having to use a fragment shader? I'm using an NVidia 9400 and I don't see an obvious GL extension that seems to do the trick. I've found examples how to use a fragment shader, but the project I'm working on currently only supports OpenGL 1.1 and I don't have time to convert it to 2.0 and perform all the regression testing necessary. This is also targeting

How to create OpenGL-enabled window with transparent background using xlib and glx

早过忘川 提交于 2019-12-06 08:54:30
I'd like to create a window with transparent background and then render something onto it using OpenGL. I don't want to use the trick where whatever is behind the window is captured and then painted as a background - I want real transparency (I have composition manager running). I'm not using any GUI library (GTK, QT, ...), just raw xlib and glx. Anyone knows how to do it? Take a look at these patches to Neverball and SDL . They seem to be based on NVidia's driver documentation . I haven't tried it, but it looks as if you just select the correct GLX config ( GLX_RGBA_BIT ), clear your window

OpenGL Colorspace Conversion

蹲街弑〆低调 提交于 2019-12-06 02:35:31
Does anyone know how to create a texture with a YUV colorspace so that we can get hardware based YUV to RGB colorspace conversion without having to use a fragment shader? I'm using an NVidia 9400 and I don't see an obvious GL extension that seems to do the trick. I've found examples how to use a fragment shader, but the project I'm working on currently only supports OpenGL 1.1 and I don't have time to convert it to 2.0 and perform all the regression testing necessary. This is also targeting Linux. On other platforms I've been using a MESA extension but it doesn't function on the Nvidia card.

OpenGL SuperSampling Anti-Aliasing?

安稳与你 提交于 2019-12-05 09:42:29
At office we're working with an old GLX/Motif software that uses OpenGL's AccumulationBuffer to implement anti-aliasing for saving images. Our problem is that Apple removed the AccumulationBuffer from all of its drivers (starting from OS X 10.7.5), and some Linux drivers like Intel HDxxxx don't support it neither. Then I would like to update the anti-aliasing code of the software for making it compatible with most actual OSs and GPUs, but keeping the generated images as beautiful as they were before (because we need them for scientific publications). SuperSampling seems to be the oldest and