Glgetintegerv reference sheet

Assigning Values to Optional Columns You can enter values for many optional columns in the GL_INTERFACE table. Enter values in these columns for maximum control over the way Journal Import groups the journal entry lines it creates into journal entries.

For example, glGetIntegerv(GL_ACTIVE_TEXTURE) returns only one value, while something like glGetIntegerv(GL_VIEWPORT) would return four values. The binding always assume that the functions return only one value which, in many cases, it makes the functions practically useless because they returned only the first value. Windows 10 x64 machine with GTX 660ti. Driver version 368.39. I am trying to enter frame debugging with very basic OpenGL application, but its blocked by message of unsupported api usage: Unsupported function(s) were in use: glGetIntegerv, glGetString, glClear Unable to capture frame due to API usage unsupported by Nsight.

If glGetIntegerv is called, Boolean values are returned as GL_TRUE or GL_FALSE, and most floating-point values are rounded to the nearest integer value. Floating-point colors and normals, however, are returned with a linear mapping that maps 1.0 to the most positive representable integer value, and -1.0 to the most negative representable ... Description. These commands return values for simple state variables in GL. pname is a symbolic constant indicating the state variable to be returned, and params is a pointer to a glGetIntegerv. It always returns the initial size of the viewport even though it has changed, glClear clears the new sized window ok but no my origin is not where i want it. What am i doing wrong? thanks again, chris In computer science, a canonical LR parser or LR(1) parser is an LR(k) parser for k=1, i.e. with a single lookahead terminal.The special attribute of this parser is that any LR(k) grammar with k>1 can be transformed into an LR(1) grammar.

For example, glGetIntegerv(GL_ACTIVE_TEXTURE) returns only one value, while something like glGetIntegerv(GL_VIEWPORT) would return four values. The binding always assume that the functions return only one value which, in many cases, it makes the functions practically useless because they returned only the first value. \$\begingroup\$ GL_INT is a symbolic constant used to identify types internally. What you are looking for is GLint, this guy is an actual type!Also, you might consider just remembering the current texture yourself, instead of querying the OpenGL state. \$\endgroup\$ – glampert Jun 22 '14 at 3:46 This is the largest size of a texture that is supported by the graphics hardware. Note that even if the GPU could support a large texture size, for example 16384, you could still simply run out of memory if trying to create one (16384x16384 texture at 32 bits per pixel is 1 gigabyte of data, which may or may not be available).