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  1. Re: Weird lighting bug with software rendering

    In case anyone else has the same problem, the solution is to disable GL_COLOR_MATERIAL.
  2. Weird lighting bug with software rendering

    I'm working on a renderer that needs to work correctly with Windows' software OpenGL.
    Rendering a sphere with more than 1 light works fine when rendered by a graphics card, but in software gives the...
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    Re: Official feedback on OpenGL 4.2 thread

    ARB_shader_image_load_store is a really big deal! Shaders can scatter as well as gather which is going to enable some interesting techniques.
    I'm just wondering how it will perform - has anyone...
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    Re: direct_state_access_memory?

    Just came back from holiday and found out about ARB_get_program_binary. After asking for it for a long time this has made my month. THANKYOU!!!!!!!!!!
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    Re: switch() inside fragment program

    On Nvidia hardware you can use nvemulate (http://developer.nvidia.com/object/nvemulate.html) to see what assembly code is generated from your GLSL. I suggest experimenting and see if you can find any...
  6. Re: GLSL compile-time constants / conditional comp.

    No, but you can do something like this:
    string defines = Load("Defines.frag");
    string source = Load("Shader.frag");
    LoadProgram(defines + source);
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    Re: help please

    1. Read this: http://www.glprogramming.com/red/chapter06.html#name1
    2. If you still can't figure it out, go and ask, using a relevant title (try "Transparent effect help") on the *beginner* forum.
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    Re: OpenGL Questions

    No, we're not going to do your homework.
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    Re: Official feedback on OpenGL 3.1 thread

    ARB_compatibility is absolutely necessary, and yes, on NVidia hardware at least, the pre-GL3 zombie will survive a long time. Other vendors don't have to support ARB_compatibility so they're not...
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    Re: Version 3.x

    My app has 2 use cases:

    1. Scene editor. The user can create many shader combinations, and linking the shaders every time the app starts can take a long time. Being able to load compiled shaders...
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    Re: Version 3.x

    But yes, Rob, your replies are very much appreciated :)
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    Re: Version 3.x

    Groovounet: squeaky wheels have more chance of getting oiled, so I'm squeaking.
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    Re: Version 3.x

    For GL3.1, PLEASE: http://www.khronos.org/registry/gles/extensions/OES/OES_get_program_binary.txt
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    Re: PBO + FBO performance

    For readback, it's actually slightly slower using PBO:
    glReadPixels: 1190
    PBO Readback: 1045
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    Re: PBO + FBO performance

    On my 8800GT, download rates are:
    glTexSubImage: 1162
    PBO: 1760
    Multi PBO: 1625
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    Re: Accelerated Stippled Line Drawing

    http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/linestipple.html
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    Re: Version 3.x

    No but it was hilarious!
    Rob answered your original question, and you haven't written a coherent sentence since then. As far as we can tell you're just flogging the dead horse of GL3 not being what...
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    Re: OpenGL 3 Updates

    Sledge Hammer - you'll find developing in Direct3D to be a far more pleasant experience. Only use OpenGL if you need Linux support or you need Direct3D 10-level capabilities in Windows XP.
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    Re: GL_EXT_framebuffer_multisample

    EXT_framebuffer_multisample is not related to ARB_multisample. The former allows you to create multisampled framebuffer objects, the latter is legacy cruft that I recommend you don't use at all.
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    Re: On board GPUs

    He was right then, he's still right now. Unfortunately OpenGL is very poorly supported except by NVidia, and you'll keep getting problems like this unless you switch.
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    Re: FBO switching overhead

    No don't delete the thread, some useful info has come out of the discussion, particularly skynet's post
  22. Re: Multisampled FBO => flimmering artifacts on ATI

    Centroid support was introduced in the NV_fragment_program4 extension, but as you want to support ATI you'll have to switch to GLSL.
    Or just switch to Direct3D (seriously)
  23. Re: Multisampled FBO => flimmering artifacts on ATI

    An explanation for why is here: http://www.opengl.org/pipeline/article/vol003_6/
  24. Re: Multisampled FBO => flimmering artifacts on ATI

    I had a problem like this, the solution was to declare all my GLSL varyings as centroid.
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    Re: FBO viewport issues

    Shouldn't there be a glViewport call in there somewhere?
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