Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: bertgp

Page 1 of 5 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    183
    Views
    237,879

    Re: Official feedback on OpenGL 4.0 thread

    Great step forward! I just hope drivers will implement all these features reliably. A spec conformity test suite ( la ACID tests for browsers) would be extremely useful for this.

    I know at least...
  2. Replies
    7
    Views
    2,996

    Re: warning: no vertex attribute zero

    The orange book mentions this in the chapter about vertex attributes and uniforms. I don't know where they got this information from however.
  3. Thread: ARB Feedback

    by bertgp
    Replies
    8
    Views
    3,239

    ARB Feedback

    So... Any news on this ARB meeting that happened nearly 2 months ago? We were asked to contribute with extension ideas but I haven't heard of any return on the ARB's part.

    I just wish we could...
  4. Replies
    5
    Views
    1,675

    Re: Setting integer program uniforms

    Anyways I don't see what the gain is to use fv instead of iv... Is it to save one "if" statement per uniform upload? I think you're testing your luck by using non standard paths. Some standard paths...
  5. Replies
    21
    Views
    55,360

    Re: Screen-Space Ambient Occlusion

    If you have multisampling activated in your application, you will not be able to use the depth buffer directly. You will have to copy the depth buffer to a texture and then use that as input for your...
  6. Re: Best reporting method for NVidia GLSL/driver bugs?

    I encountered the exact same problem doing pretty much the exact same thing as you with an ubershader.

    Some additional info :
    -I started having this problem with the driver version 180.48 (on...
  7. Replies
    14
    Views
    14,169

    Re: Problem with #version

    Have you considered inverting the matrix on the CPU and passing that as a uniform? If your matrix is not modified per-vertex or per-fragment, this could provide a significant speed gain.

    The GLSL...
  8. Re: Creating an elevation map from the depth buffer

    If your rendering target is a texture (i.e. not a multisampled renderbuffer), you can try to narrow down the problem by rendering a single quad with texture coordinates from (0,0) to (1,1) and with...
  9. Replies
    6
    Views
    3,003

    Re: Compiling shader in separate thread

    skynet: Have you ever gotten this to work efficiently?

    For my part, I noticed that doing OpenGL operations in the second shared context delayed other OpenGL commands in the "primary" context. It...
  10. Replies
    145
    Views
    271,948

    Re: Talk about your applications.

    Feature name: Real-time rendering mode

    Description: Garantees predictable and well-defined performance metrics for shaders, memory management, etc. For instance, in this mode, it would be...
  11. Replies
    3
    Views
    1,668

    Re: Libs for character animation + dynamic cloth

    Here is one for you :
    http://developer.nvidia.com/object/physx_features.html#cloth

    It uses Physx which is Nvidia-specific however...
  12. Replies
    6
    Views
    4,018

    Re: Finding a Perpendicular Vector

    You're right of course. I was thinking about what you do with the result of the math operation instead of just the operation. Sorry for the confusion!

    I recalled having the "indetermination" with...
  13. Replies
    6
    Views
    4,018

    Re: Finding a Perpendicular Vector

    Keep in mind that you have to make sure that N is not (0,0,1) or you will get an indeterminate result when doing cross(N, vec3(0.0,0.0,1.0))
  14. Replies
    18
    Views
    5,763

    Re: When do shaders relink?

    That's most of the problem right there!

    The thing is that the customer doesn't care about that detail though. He only wants a glitch free rendering... So to make it happen you have to take...
  15. Replies
    18
    Views
    5,763

    Re: When do shaders relink?

    That won't help at all. OpenGL doesn't specify performance. The specification of "really link it this time" will just be what GL normally does.[/QUOTE]

    I'm sorry, but I think that such an...
  16. Replies
    17
    Views
    6,361

    Re: fast path vertex tweening

    @Ilian Dinev:

    Could you please explain what method you use to measure those timings? I'd be interested to try it out for some of my work.

    I guess these timings are only for CPU time right? We...
  17. Replies
    2
    Views
    2,277

    Re: Switching Shader Programs

    Unfortunately, it will very much depend on your application, the driver you are using and the hardware this runs on.

    Changing shaders (and other states for that matter) takes CPU time and...
  18. Replies
    27
    Views
    11,475

    Re: Gaps between DX10 and OpenGL 3.2

    Yup that would be great and its absence is my biggest gripe. One can *eventually* get to know all the performance characteristics of different usage patterns and multiple API paths available to...
  19. Replies
    27
    Views
    11,475

    Re: Gaps between DX10 and OpenGL 3.2

    My point is that I can't fathom why you would rather have a texture or a uniform array in any given circumstance. What's the point of having these 2 methods? They are both ways of sending an array of...
  20. Replies
    27
    Views
    11,475

    Re: Gaps between DX10 and OpenGL 3.2

    Because texture buffers and uniform buffer objects are not bound to the idea of per-instance data. There are many uses of these features that do not revolve around per-instance data. There is no API...
  21. Replies
    16
    Views
    5,549

    Re: How to check texture unit?

    I don't get you. Where the perfomance hit? On the first material usage? It's not per frame, it's just once.[/QUOTE]

    Well "just once" might be one time too many... Some applications absolutely...
  22. Replies
    27
    Views
    11,475

    Re: Gaps between DX10 and OpenGL 3.2

    The hardware obviously supports something like instanced_arrays, just a little bit simpler.

    There's a nice example on MSDN on how D3D10 does it, note that it uses 2 separate buffers to hold the...
  23. Replies
    31
    Views
    33,139

    Re: Vertex cache optimization

    By the way, if you're comfortable using DirectX, there is an API call which optimizes the order of the vertices in a mesh. You could write a very simple app that reads your model in the DirectX data...
  24. Replies
    17
    Views
    6,361

    Re: fast path vertex tweening

    Here is something more appropriate.


    // The logic of this loop is only valid if all the attributes of a given mesh are in a single VBO.
    for_each_vbo
    {
    glBindBuffer( GL_ARRAY_BUFFER, vbo )...
  25. Re: Mix and match shaders ala GL_EXT_separate_shader_.

    Maybe the issue of validating interfaces could be solved with something based on c++ inheritance.

    Let's say we have an "interface inheritance diagram" like so :

    I_Top <= I_Middle <= I_Bottom
    ...
Results 1 to 25 of 121
Page 1 of 5 1 2 3 4