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Type: Posts; User: Prune

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  1. Depth pre-pass: does OpenGL still execute fragment shader if color mask is GL_FALSE?

    Supposing I set up as:

    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glDepthFunc(GL_LESS);
    glClear(GL_DEPTH_BUFFER_BIT);
    glFramebufferDrawBufferEXT(id, GL_NONE); // id is currently bound...
  2. I am using immutable storage: I'm creating the...

    I am using immutable storage: I'm creating the buffers with glNamedBufferStorageEXT()
  3. Performance problems with GL_MAP_PERSISTENT_BIT

    At http://www.slideshare.net/CassEveritt/beyond-porting it is stressed that GL_MAP_UNSYCHRONIZED_BIT should not be used because it causes a sync between the client and driver threads. So I dropped...
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    Re: Get VSYNC from DVI on NVIDIA card

    I'm going to try the dummy adapter method. I just hope that the two ports on the back can be synchronized without drift between them.

    ZbuffeR, I'm aware of this, but I can always add an...
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    Get VSYNC from DVI on NVIDIA card

    I need to get VSYNC from the graphics card (GTX285) to the controller of some old 3D glasses I have. When I was still using CRT, I would simply tap pin 14 of the VGA connector.
    But I'm having a...
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    Re: Stereo 3D causes strabismus in adults!

    You mean something like this? http://en.wikipedia.org/wiki/Virtual_retinal_display
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    Re: Stereo 3D causes strabismus in adults!

    "random" is key here. It's analogous to the way a tourbillon mechanism keeps a high end mechanical watch more accurate--the variation in direction of biasing results in an averaging out of much of...
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    Re: Stereo 3D causes strabismus in adults!

    You are completely wrong, as a basic review of optometry will tell you: Primary Care Optometry, p.310
    And in there note the following:

    The eye is close enough to the lens of the glasses that the...
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    Re: Stereo 3D causes strabismus in adults!

    This was posted elsewhere; highlights are mine:
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    Re: Stereo 3D causes strabismus in adults!

    This is a pretty serious and insulting accusation. Maybe you should note that one can insert any other of the major TV makers besides Sony, as they all either have 3D models or upcoming ones.
    ...
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    Stereo 3D causes strabismus in adults!

    Noticed this bit of news on /. today and it should temper the recent enthusiasm for stereo 3D promulgated by 3D cinema.

    1. SEGA discovered how serious the danger for children was 15 years ago...
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    Re: NVIDIA releases OpenGL 4.0 drivers

    Seems to me it's pretty trivial to implement such functionality in the text reading portion of your code. Why do you need an OpenGL extension for it?
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    Re: Primitive restart vs multi-draw calls?

    Still hoping for comment...
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    Re: Ping pong blurring with RT, not FBO switching?

    I guess if there are several reductions by halving the size, they can all be fit in a texture 1.5x1 the size of the starting size (2x1 if POT, but I find everything works fine with NPOT on my...
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    Re: Ping pong blurring with RT, not FBO switching?

    Interesting. What hardware were you using?

    BTW, it seems to me that estimating the luminance only needs to be done every few frames, especially since exposure control is normally low-pass...
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    Primitive restart vs multi-draw calls?

    Is primitive restart faster than glMultiDraw{Elements|Arrays|ArraysBaseVertex}? I assume the multi-draw calls loop in the driver. However, I read this in the 3.3 spec:
    "Because client enable/disable...
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    Re: Ping pong blurring with RT, not FBO switching?

    Hello...
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    Re: NVIDIA releases OpenGL 4.0 drivers

    Is EXT_direct_state_access orthogonal w.r.t. ARB_texture_multisample? I don't see a glTextureImage2DMultisampleEXT in glew...
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    Ping pong blurring with RT, not FBO switching?

    I assume it would be faster to change render targets than FBOs:

    glFramebufferDrawBufferEXT(_fbo, GL_COLOR_ATTACHMENT0);
    glBindMultiTextureEXT(GL_TEXTURE0, GL_TEXTURE_2D, _tex1);...
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    Re: NVIDIA releases OpenGL 4.0 drivers

    On the site it's listed as only supported on OpenGL 4.0 hardware. Is there any technical reason for not making this available on 3.3 hardware? As an owner of a GTX285, I'm immensely disappointed.
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    Re: Why SwapBuffers slows down the performance?

    ... any comment?
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    Re: Why SwapBuffers slows down the performance?

    Hi ZbufferR,

    What don't you like about triple-buffering?
    Does it make sense to use the methods in combination?

    Also, what about interaction between those and the "Maximum pre-rendered frames"...
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    Re: Why SwapBuffers slows down the performance?

    Hello?
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    Re: Why SwapBuffers slows down the performance?

    Guys, is this still helpful if triple-buffering is used?

    Thanks
  25. Thread: DXT5n

    by Prune
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    Re: DXT5n

    By the way, dwMipMapCount is defined at MS' site as "Number of mipmap levels, otherwise unused." That doesn't explain if the base layer is counted!
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