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Type: Posts; User: tarantula

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  1. Replies
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    Re: Support for precompiled shaders not needed !

    Why can't you do it now by creating another context and sharing the gl programs? This should let you load compile link in a separate thread.
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    Re: Windowing systems and double buffering

    Hmm I was expecting this would be more common functionality. So I guess most regular (non-3d) applications don't use double buffering at all?
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    Re: Windowing systems and double buffering

    If a unified back buffer is used, then I guess the implementation some how blits the dirty rects just behind pixels that are being read and sent to the display. Is there some hardware support for...
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    Windowing systems and double buffering

    Hi,

    I would like to know how windowing systems handle multiple applications and double buffering. Each application can swap its back and front buffers at different times. How can this be done...
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    Re: should i turn off AA with fullscreen quads

    The full screen Triangle vs Quad performance seems to be a bit better known in the GPGPU community. GPUBench has a test dedicated to this. You can see that using a full screen triangle is...
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    Re: Shader with loop vs multipass

    I do use NVEmulate. However the assembly that is output only has shader compile time optimizations AFAICS. The specialized shader is created only later - just before using the shader to render....
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    Re: Shader with loop vs multipass

    Both the branches in the examples you have given should be eliminated at compile time. The compiler also eliminates the branch in the absence of the const qualifier and value is not written to.

    I...
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    Re: Shader with loop vs multipass

    I just updated my nVidia drivers to 97.92 and guess what ... now the nested loop 64x1 runs at the same speed as 8x8! :) 64x1 runs at the same speed as a single 64 loop, but 1x64 runs at less than...
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    Re: Shader with loop vs multipass

    I also got similar results with nested loops. With a single loop of 64 iterations the compiler does not unroll the loop, not even partially.

    On Geforce 6800 go,
    A single loop with 64...
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    Re: Commentary on the ARB/OpenGL Newsletter

    For those of us not being able to come to siggraph, it would be nice to have a webcast of the OpenGL BOF.
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    Re: Max length of uniform/attribute name

    As a user of the OpenGL Api, I don't have to bother. But I was just wondering what the IHVs do/ could do.
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    Max length of uniform/attribute name

    I couldn't find any maximum length for a variable name specifically uniforms and attributes. Can the names be arbitrarily large? Or do implementations fix it to some value?
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    Re: Offt: texture filtering state

    Of the two choices presented, 2 feels like the better one.

    But does the filtering mode have to be part of the state?
    The shader could pick the right filtering function based on its needs.
    ...
  14. Re: ATi and nVidia working together to make OpenGL 3.0

    Geometry buffer would contain Index Buffer, Vertex Buffer, primitive type etc, a container holding all data necessary for the geoemtry. I was not talking about what happens behind the scenes but what...
  15. Re: ATi and nVidia working together to make OpenGL 3.0

    Why can't the optimized goemetry be stored in geometry buffers, instead of using display lists for that? Geometry buffers seem to be the right abstraction for it.
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    Re: Starting OpenGL 2.0 development?

    In general, use GLEW and just make sure your driver is upto date.
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    Re: GPU CPU parallelism

    Hmm.. now swapBuffers is not a blocking call? Doesn't swapBuffers return after the buffers are swapped?? Then, the drawing must be completed before swapping and hence swapBuffers must stall.

    Btw,...
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    Re: GPU CPU parallelism

    Korval, I'll try to make a fillrate intensive app and see how much of parallelism I can get.

    paulc, I don't understand why a glFlush() has to be issued before swapBuffers. Shouldn't it be issued...
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    GPU CPU parallelism

    How should the rendering be done so that the parallelism can be maximised?
    Is this possible on old cards (TNT)?

    I tried to find out the time taken by the swapBuffers call when I was drawing a lot...
  20. Re: S3 DeltaChrome - bidirectional depth & color buffers ??

    Now I feel OGL 2.0 (3dlabs proposal) capable hardware will be out much sooner than 5 years. I just hope API-chasing-the-hardware won't hold true again in 2-3 years.
  21. Re: S3 DeltaChrome - bidirectional depth & color buffers ??

    I think he's talking of the fragments that are in the same pipeline but closer to the frame buffer than the fragment that's being processed.Say a fragment is undergoing blending (or some other thing...
  22. Re: S3 DeltaChrome - bidirectional depth & color buffers ??

    I thought a texture unit has some texture cache so this would make frame buffer reading slower than a texel fetch unless some caching is used for the frame buffer. Is this right?
    At most how many...
  23. Re: S3 DeltaChrome - bidirectional depth & color buffers ??

    That's cool! Will the reading back be fast enough? The 3dlabs GL2 whitepaper said that reading back might be very slow with gl_FB* , I didn't expect it to implemented so soon ...
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    Re: Building an adjacency graph

    Is there someway to speedup calculation for large models based on the fact that the light's position does not change abruptly? Lots of silhouette edges will be same between two consecutive frames and...
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    Re: has this been done before?

    Over 50 posts and nothing really interesting http://www.opengl.org/discussion_boards/ubb/frown.gif.
    zed, no one's gonna steal your idea. If you still choose to be paranoid you can tell your idea to...
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