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Type: Posts; User: septag

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    I'm using the method you said, check the previous...

    I'm using the method you said, check the previous post

    But I still get severe spikes, I suspect they are from glGenBuffer/glBufferData funcs
    And also, I'm mapping with GL_MAP_UNSYNCHRONIZED_BIT ...
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    Now I'm creating resources in the main thread and...

    Now I'm creating resources in the main thread and fill them in loader, here is the procedure :


    Loader Thread: Load the file and read the buffers, pass their data/params to a queue for main...
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    Yeah, the AMD guy said the same thing too. It's...

    Yeah, the AMD guy said the same thing too.
    It's a bummer, but thanks
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    Posted a similiar post on AMD developer's forum,...

    Posted a similiar post on AMD developer's forum, to see if they got an answer.
    Overall I had many problems with AMD's OpenGL drivers till now, they don't seem to be polished at all.
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    Yes, I also noticed that even if I load resource...

    Yes, I also noticed that even if I load resource in the main thread (using the main context), I get the same slowdown, just because I've created another context that is shared with the current one!
    ...
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    GL objects are like GL textures, VBOs, etc... ...

    GL objects are like GL textures, VBOs, etc...


    Yes, I don't create contexts during execution, not that crazy


    Unfortunately, I was limited to GLFW, and GLFW doesn't let me create contexts...
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    thx for the early reply 2. what do you mean by...

    thx for the early reply
    2. what do you mean by sharing group? I just send the main context to the "shared" parameter for proceeding contexts, and call wglShareList in windows, after all it's glfw...
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    Creating objects in another thread

    I'm trying to use another thread for creating (and loading) OpenGL objects
    The problem is that I have a successful D3D implementation, as it supports threaded object creation.

    As for OpenGL , I...
  9. Thanks guys I have manage to modify the renderer...

    Thanks guys
    I have manage to modify the renderer so there is a shared uniform buffer for all objects, by orphaning a big buffer once per frame and submit data in unsynced mode.

    Now the...
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    What is source-string-number ?

    Trying to use #line directive in GLSL, in the manual it says #line can have source-string-number. Don't know exactly what it is
    I guess you can assign a number to a shader, but in that case, how...
  11. Using glBufferSubData on amd catalyst 13.9 brings...

    Using glBufferSubData on amd catalyst 13.9 brings severe spikes in the frame. (and higher frame-time)
    With glMapBufferRange on the other hand, doesn't have any spikes, so it was the best solution...
  12. Yes I'm orphaning every update. this is exactly...

    Yes I'm orphaning every update. this is exactly what I'm doing in d3d version.
    But d3d version is magnitudes faster than GL, with the same method.

    Is this because of inferior drivers ?

    It...
  13. Inferior OpenGL performance in mapping uniform buffers

    I'm porting my engine to different platforms and working on GL performance, which is far inferior to my d3d implementation.

    Inspecting more, I have found that the main performance lags are in...
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