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Type: Posts; User: elFarto

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    I'm not sure I buy that. It's surely going to be...

    I'm not sure I buy that. It's surely going to be easier for a driver to de-optimize a MAD_SAT to a MAD and SAT, than it is to combine a separate MAD/SAT into a single instruction. Combining the...
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    Yes, it's vector. Although, I guess you could...

    Yes, it's vector. Although, I guess you could treat it as scalar and just specify one element at a time.


    I know, I've been knee deep in it for the past week, attempting to implement...
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    Not true, I got this bit of HLSL: ...

    Not true, I got this bit of HLSL:

    Output.Position = saturate((input.Position * -input.Position) + abs(input.Position));
    to compile to this asm:

    mad_sat o0.xyzw, v0.xyzw, -v0.xyzw, |v0.xyzw|
    ...
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    I was going to mention something about SSA and...

    I was going to mention something about SSA and saturate (and [-1,1] saturation too), but decided not to. Saturates would need to be move to the operation that writes the register, so we get our...
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    I agree that the compiler can't know the cost,...

    I agree that the compiler can't know the cost, but it should use as many registers as it needs so no sub-expression needs to be recomputed. The driver can always undo that optimization later on if it...
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    I understand what you are saying, and agree that...

    I understand what you are saying, and agree that for the hardware, scalar representation is required. And yes you can do better optimisations on scalar code vs vectorized code, there's no argument...
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    Yes and no. Yes they could change it, but no,...

    Yes and no. Yes they could change it, but no, they still might be limited by hardware, specifically bandwidth.


    A new binary shader format that doesn't support already existing hardware isn't a...
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    I've been looking at this very issue the past few...

    I've been looking at this very issue the past few days, and I think the best thing for OpenGL would be to ARBify NV_gpu_program{4,5} and friends (with a few tweaks) as use that as the base for all...
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    Then add a similar function for non-indexed...

    Then add a similar function for non-indexed targets, although I can't see a problem using GL_ELEMENT_ARRAY_BUFFER with an index of 0 and just change the semantics of BindBuffer to only effect index...
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    It would be nice if BindBufferRange could accept...

    It would be nice if BindBufferRange could accept any of the buffer targets, not just the 4 it does at the moment (GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER and...
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    Firstly, remove the...

    Firstly, remove the glEnableClientState(GL_ARRAY_BUFFER); call, that's not legal.

    Secondly, check that tex2Buffer really is non-zero.

    Regards
    elFarto
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    Change this: glVertexPointer( 3, GL_FLOAT, 0,...

    Change this:

    glVertexPointer( 3, GL_FLOAT, 0, off );
    to:

    glVertexPointer( 3, GL_FLOAT, 0, 0 );
    Aswell as the glNormalPointer and glTexCoordPointer calls.

    And you'll probably need:
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    This link should help you: ...

    This link should help you:

    http://lwjgl.org/forum/index.php?topic=4494.0

    Regards
    elFarto
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    Without quite understanding what your issue is,...

    Without quite understanding what your issue is, you could try moving the glScalef after the glRotatef commands.

    Regards
    elFarto
  15. I just meant that for a 'simple' copy, you need...

    I just meant that for a 'simple' copy, you need to setup 2 FBO and bind them then do a blit, as apposed glCopyImageSubData which accepts all the parameters in one call.

    Regards
    elFarto
  16. You could always try NV_draw_texture (if you've...

    You could always try NV_draw_texture (if you've got it), that allows resizing, but draws to the currently bound framebuffer. Unfortunately it isn't designed to read from a layered textured, so you'll...
  17. If you're copying from one texture to another,...

    If you're copying from one texture to another, could you not use glCopyImageSubData from ARB_copy_image (or the equivalent from NV_copy_image if you don't have that)?

    Regards
    elFarto
  18. What the answer you linked to is saying is that...

    What the answer you linked to is saying is that the glMapBuffer function isn't actually defined as a function in the header file by default.

    The normal way to access these methods is to use...
  19. I'd love to see this to, just tripped over the...

    I'd love to see this to, just tripped over the same issue today.

    It would also be nice to see glBufferAddressRangeNV be able to to bind to all the buffer binding points rather than just vertex...
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    It exactly matches what the hardware does. This...

    It exactly matches what the hardware does. This means you can change the format of the vertices and which buffers the data is retrieved from independently. This is good because changing the format is...
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    Hi Right, I was using the core profile before...

    Hi

    Right, I was using the core profile before (or at least, not specifying I wanted compat, and LWJGL decided to give me core), and the first one wouldn't work until I used compat profile. And I...
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    glVertexAttribFormat/glDrawArrays issue

    Hi

    EDIT: Ok, I've fixed the problem, turns out you can't pass 0 as the stride to BindVertexBuffer like you can to VertexAttribPointer you actually have to specify the correct stride, otherwise...
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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...
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