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When are OpenGL object names ever zero? Or, does zero ever have semantics?


When are OpenGL object names ever zero? Or, does zero ever have semantics?

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When are OpenGL object names ever zero? Or, does zero ever have semantics?
Tag : opengl , By : cnemelka
Date : November 26 2020, 01:01 AM


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CG Shader Semantics with OpenGL 3.x?


Tag : development , By : Cowtung
Date : March 29 2020, 07:55 AM
help you fix your problem Changed the semantics in the vertex input structure to use ATTR* matching what I have in the GenericVertexInputIndices and voila, it works. I had tried changing all my semantics to ATTR* in both the vertex and fragment shader before and gotten a bunch of domain conflict errors, but didn't notice that it didn't complain about the ones in the vertex input structure. Apparently they're only for vertex input. Another small detail that totally screws everything up.

Conflicting operation in read/write semantics vs. object semantics


Tag : development , By : Thierry Brunet
Date : March 29 2020, 07:55 AM
I wish this helpful for you Without more context, I'm not sure if this answers the question.
Section 2.1-2 in the below PDF provides an overview.

Semantics of barrier() in opengl compute shader


Tag : opengl , By : Barry
Date : March 29 2020, 07:55 AM
will help you
But does it work for all invocations in every work group, in the entire compute operation?

GLSL OpenGL 3.x how to specify the mapping between generic vertex attribute indices and semantics?


Tag : opengl , By : Picoman Games
Date : March 29 2020, 07:55 AM

Move semantics construction failure when variable and parameter names match


Tag : cpp , By : Guyou
Date : September 23 2020, 06:00 PM
I think the issue was by ths following , The parameter shadows the member variable. That's expected behavior. You can fix it with:
Class1(string name):name(move(name)) {
    cout << "argument: " << name << endl; // NULL
    cout << "member: " << this->name << endl; // foo
}
Class1(string name):name("member"+name)) {
    cout << "argument: " << name << endl; // foo
    cout << "member: " << this->name << endl; // memberfoo
}
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