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Type: Posts; User: elFarto

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  1. Replies
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    Well, would you look at that, a new extension has...

    Well, would you look at that, a new extension has just shown up in the registry:

    GL_INTEL_map_texture

    Allows you to map a texture on the GPU, however it looks like they skip over the...
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    Re: scrap opengl32.dll

    There was mention of a desktop EGL library. However I haven't seen it mentioned since.

    Regards
    elFarto
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    Re: GL_TEXTURE_MIN_FILT dims entire screen

    The first issue I can see is that your texture isn't mipmap complete. Try adding the line:
    glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);where you create the texture.

    The second...
  4. Thread: buffer_storage

    by elFarto
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    Re: buffer_storage

    Ok, but I'm not sure how replacing one method that has a hint the driver (mostly) ignores, with another method that has a hint the driver could possibly ignore, improves things.

    Also, do you have...
  5. Thread: buffer_storage

    by elFarto
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    Re: buffer_storage

    I understand what you are trying to propose, but I don't understand what problem it solves?

    Regards
    elFarto
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    Re: Direct State Access

    The point I was working from was in the bindless presentation:





    Except that OpenGL has gotten simpler in recent years. It's not just deprecation, but moving data into the shader, separate...
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    Re: Direct State Access

    Well, if they (NVIDIA and AMD) were to expose the rasteriser as an OpenCL extension you could probably get some good performance out of it, but attempting to do it without access to all the hardware...
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    Re: Direct State Access

    I really don't know if that's such a good idea. I mean like love the Longs Peak design, but do you really want an API that's had that much change while maintaining backward compatibility (because you...
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    Re: glUniform + VBO bug?

    This seems to be a recurring theme with OpenGL.
  10. Re: glBindVertexArray and glBufferSubData interactions

    I'm at a bit of a loss, that code looks fine. Prehaps you need a few calls to glEnableVertexAttribArray for you VAO.

    *edit* Heh, you beat me to the solution by a minute :)

    Regards
    elFarto
  11. Re: glBindVertexArray and glBufferSubData interactions

    I think you're problem is that your VAO isn't setup correctly, and binding it is causing the GL_ARRAY_BUFFER attachment point to be clobbered.

    Commenting the glBindVertexArray(0); call means the...
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    Re: GPU-accelerated path rendering

    Hi Mark

    Thank you for this extension.

    Have any of the other Khronos members expressed interest in moving this extension to EXT or ARB status? Could this extension be implemented on (for...
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    Re: Ttexture-origin selection.

    How about using ARB_fragment_coord_conventions?

    Regards
    elFarto
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    Re: wanted: up to date OpenGL reference pages

    I've noticed a slight issue with a couple of the pages. Some of the glTexImage{1,2,3}D pages don't have the correct list of internalFormats.

    Regards
    elFarto
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    Re: Straightforward (Linear) Panorama View

    I think you'll need the GL_ARB_seamless_cube_map extension to get rid of your problems.

    *edit* nevermind, I thought you were using a cube-map.

    Regards
    elFarto
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    Re: Offline GLSL compilation

    HLSL is just a language, it can't be OS specific.

    As Alfonse says, the extension that specifies this hypothetical format can specify that for this format, the glProgramBinary call cannot fail.
    ...
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    Offline GLSL compilation

    Hi

    I was thinking about this offline compilation for GLSL. Now that we have ARB_get_program_binary, 'all' that's needed is the format specified.

    My question is, what should that format look...
  18. Thread: KTX and EGL

    by elFarto
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    Re: KTX and EGL

    I'm not sure why you'd want libktx to decompress the texture for you, don't all video cards released in recent history support S3TC?

    Regards
    elFarto
  19. Thread: KTX and EGL

    by elFarto
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    Re: KTX and EGL

    KTX is basically a thin wrapper around the glTexImage*/glCompressTexImage* calls. You directly specify the format to pass to OpenGL in the file, such as COMPRESSED_RGB_S3TC_DXT1_EXT.

    Regards...
  20. Thread: KTX and EGL

    by elFarto
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    KTX and EGL

    Hi

    Firstly, the slides from SIGGRAPH are now up.

    There are 2 items in there I haven't seen discussed. One is KTX (Khronos Texture file format, think DirectX's DDS file type for OpenGL). The...
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    Re: direct_state_access_memory?

    What's even more interesting is the wording in the NV_vertex_attrib_integer_64bit extension:


    void VertexAttribLFormatNV(uint index, int size, enum type, sizei stride);

    (note: ...
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    Re: New(er) spec means new begging.

    Fair enough, you've all convinced me that my idea would be a Bad Thing™.

    Setting the texture unit in the shader itself seems like a good idea.

    Regards
    elFarto
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    Re: New(er) spec means new begging.

    There is actually a use case that specifying which texture unit to use is quite helpful: one can set the texture units and then just change shaders. Also, it is not that much work to just make your...
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    Re: New(er) spec means new begging.

    I have to say, almost everything I could want from OpenGL is there now, except for one thing. Those damn texture units! I just want to be able to bind a sample or texture object directly to the...
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    Re: GL_NV_vdpau_interop

    Looks like there's a spec available for it.

    Regards
    elFarto
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