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Type: Posts; User: JelloFish

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    Re: Intel's declining support of OpenGL

    Persuant to the topic of this thread, I dunno if this screensaver thing says they are supporting opengl less these days, even if their drivers arent great their latest product apparently supports...
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    Re: Intel's declining support of OpenGL

    How does the driver detect if its a screensaver running? Maybe just have your .scr boot a .exe, or do some other strange work around.
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    Re: mapping texture to trapezoid

    The problem with doing this with texture generation is that your texture coordinates are still only on the edges, to acheive tapered texture mapping you have to tesselate your polygon. Its easy to...
  4. Re: Native Formats/Alignment vs. AGP Aperture size

    Well its not that we cant allocate VAR, its that we cant allocate as much of it as we need/like. Increasing the aperture size has helped in all cases. Back when we were using VAR we spit out a...
  5. Native Formats/Alignment vs. AGP Aperture size

    Hi Everybody,

    Ive got an interesting issue with maintaining hardware compatabilitiy across the board (ATI and nVidia).

    First Issue: on nVidia cards vertex arrays of 2 element short's work fine,...
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    Re: Need a example about bump mapping!

    You know C++ a couple years ago the Advanced boards were filled with questions about basic bumpmapping
  7. Thread: Bump mapping

    by JelloFish
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    Re: Bump mapping

    The technique seems to work, but the cost is so high(preprocessing and memory), and there are flexibility drawbacks as mentioned.

    Maybe in some very special cases where you need to see bumpmaps...
  8. Re: How fast is occlusion culling supposed to be?

    Isn’t that the way its meant to be done? Send all your tests, then query after the cpu has done something else while the tests are finishing. Im only using the land to occlude the objects, object to...
  9. Re: How fast is occlusion culling supposed to be?

    So for another example scene:
    occlusion on: 20fps 57k polys GL_PIXEL_COUNT_NV returns 0 pixels, 143 objects clipped by occlusion. (None of the occlusion tests passed)

    occlusion off: 25fps 95k...
  10. Re: How fast is occlusion culling supposed to be?

    The spheres fit the objects we have quite well. All objects are drawn in a batch, and then some time is spent doing non related cpu calculations, then the query is made.

    So you think 200 tests to...
  11. Re: How fast is occlusion culling supposed to be?

    1: I am using 12 polygon geospheres for the occlusino testing

    2: I'm not sure what you mean, please clarify.

    3: There is about 200 tests being done, so you think it would work faster if I...
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    Re: glBlendFunc & glReadPixel

    There isnt much programmability to frame buffer blending on <= GF3 cards(that I know of). Im not sure if that situation is better on the GfFX class cards. You can disable alpha writes(on the second...
  13. Re: How fast is occlusion culling supposed to be?

    I have a feeling stalling is not the issue in my case. Ive moved some workload inbetween the occlusion test and the occlusion query, which has brought the framerate closer but occlusion testing is...
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    Re: glBlendFunc & glReadPixel

    So your read work with your normal buffer (not the pbuffer).

    I really dont think it should work for either, the problem is the color buffer is not setup like the depth buffer, basically the last...
  15. How fast is occlusion culling supposed to be?

    Hi, im just attempting to use the nv_occlusion extension, and im finding it difficult to get an acceptable boost out of it. Basically my loop consists of drawing the land, then testing objects...
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    Re: How to do Linear Z buffer

    Ya I guess If it would be relatively cheap compared to everything else to only draw twice the objects that use the alpha component.(once to output a linear depth in alpha), and again to do the...
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    Re: How to do Linear Z buffer

    Ya aux buffers sounds like the right way to do it. But I really have no idea how to output to one of those using register combiners, time for some researh I guess.
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    Re: How to do Linear Z buffer

    Even 24 bits breaks down when you don't have nice geometry in the distance. Almost all z-fighting was eliminated with a linear Z, I just wish I could have solved some of the extreme anomalies that...
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    Re: How to do Linear Z buffer

    So COPY_DEPTH_TO_COLOR didn't go so well. Doing a copy pixels seems to be even slower than a glReadPixels operation. Plus I had to enable 24 bit depth buffer and 8bit stencil(costing a 10% of my FPS)...
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    Re: How to do Linear Z buffer

    Sorry forgot to post about that, my alpha channel is being used. Both in src_alpha operations and in dst_alpha operations.

    Can you use a different alpha channel for blending that what you put into...
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    Re: How to do Linear Z buffer

    I wouldnt doubt that the 8bits would be more than enough for what we want to use it for, but to loop through our objects and render an extra 150'000 polygons seems way out of the question.

    I...
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    Re: How to do Linear Z buffer

    Thanks for the suggestions

    Option 1 would be difficult since we perform mulple post passes after the scene is finished.

    Option 2, this is what I would have preferred but it seems that dependant...
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    Re: How to do Linear Z buffer

    For clarification,

    We are reading in the depth buffer and trying to use it to perform post scene effects. However since as distance of an object increases z values get closer to 1 faster. It...
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    How to do Linear Z buffer

    Hi Everyone,

    I’m looking to try and do a linear Z buffer depth buffer but see no way to do it other than special commands in a vertex program.

    I’ve attempted to use a projection matrix where...
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    Re: ARB_vertex_program2 when?

    This topic certainly has hit many points. It seems like everyone is really dogging on the whole design by comitte thing being so slow. But isnt that the whole point of design by comitte? Slow down...
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