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  1. This is my two cents on performance counters: ...

    This is my two cents on performance counters:

    Performance counters should be used by tools, not end applications, for the purpose of optimizing an application
    Hardware varies a great deal, what...
  2. for that matter, using xlib to draw anything is...

    for that matter, using xlib to draw anything is usually a really bad idea, typically quite ugly and far from optimal.
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    If the shape draws overitself, the stencil value...

    If the shape draws overitself, the stencil value is already one and the stencil test is equal 0, so the stencil test would fail leaving the stencil buffer as 1. However, step 1.3 should also have...
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    Two ideas: use the stencil test as follows: ...

    Two ideas:

    use the stencil test as follows:

    Make sure stencil buffer is all 0's. Set stencil test to GL_EQUAL and reference is 0. Set stencil ops to:

    keep on stencil fail
    keep on...
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    There are a number of issues I see with this...

    There are a number of issues I see with this post, let the games begin:


    [/COLOR]--> this is part of the GL specification already.


    GPU's are heavily and deeply pipelines beasts. The more...
  6. For NVIDIA and ATI, if you just want features...

    For NVIDIA and ATI, if you just want features then *CreateContext is fine.

    But, for Intel with Mesa under Linux, using glxCreateContext will give one a GL3.0 context; if you want greater than 3.0...
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    What if...

    I admit this what if should not happen, but what if the format of the compressed texture data needs to be converted to something the GPU can use and that conversion MUST happen by CPU? I admit it...
  8. There is a really simple, nasty API reason that...

    There is a really simple, nasty API reason that FBO's are not shareable across contexts: using and editing them is binding them. Specifically, if FBO's where cross-context there are icky things where...
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    I don't think this will work because uniform...

    I don't think this will work because uniform blocks are backed by a buffer object. In order for this to work, the buffer object would then need to be written to each time the program is bound. That...
  10. Lets take for granted that compression is as fast...

    Lets take for granted that compression is as fast as a copy (or faster since it writes less). However, there is an a quite big elephant in the room: most, if not all, of the compression schemes...
  11. OpenGL and OpenGL ES UI rendering library open sourced

    Hello all,

    I am announcing the open sourcing of a UI rendering library for OpenGL (2 or higher) and OpenGL ES (2 or higher) has been open sourced under MPLv2 (Firefox, Adobe Flex and LibreOffice...
  12. You are right; epic brain fart on me for not...

    You are right; epic brain fart on me for not considering what happens if the window changes size.... hmmm... my only thought is the following:


    it is a GL applications responsibility to handle...
  13. Request: FBO can use "default" color, depth and stencil buffers

    Minor request:
    an FBO can use the color, depth and/or stencil buffer of the FBO 0, i.e. one can attach to an arbitrary FBO the system provided color buffer as a color buffer and along those lines...
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    No; all of those use X to do exactly the...

    No; all of those use X to do exactly the following:

    Create -one- window
    Poll X for events


    All the drawing is done to a -buffer- by the toolkit. The entire "remote" rendering thing is dead....
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    I'd like to make my (usual) case for why/how I...

    I'd like to make my (usual) case for why/how I think the entire remote rendering jazz of X is borderline useless. Here goes: in times of past the idea was that the terminal (the thing that did the...
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    Looking over the documents of times of old, GLX,...

    Looking over the documents of times of old, GLX, was really an after thought in terms of GL (also, OpenGL was the successor of an SGI 3D proprietary API, I think the name was IrisGL)

    I strongly...
  17. This is my last post to this thread and as a rule...

    This is my last post to this thread and as a rule now, I am not going to try to help you LuisAK; you have repeatedly ignored what anyone has said, you have repeated the same statement although...
  18. I am going to try (again) to help you LuisAK. ...

    I am going to try (again) to help you LuisAK.

    What are going to be the values of the interpolates? Not only does one need to cover correctly where a polygon is on the screen, one needs to compute...
  19. Actually it is not; triangulation of a closed...

    Actually it is not; triangulation of a closed non-intersecting line loop can still be tricky. I invite you to do a google search to see how deep the rabbit hole is for triangulation (admittedly...
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    This is just getting.. weird. Lets try to return,...

    This is just getting.. weird. Lets try to return, in a polite way, about font support in OpenGL. I'll try.

    There is an extension NOW on NVIDIA hardware providing font support: GL_NV_path_rendering...
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    I think the issue is this: the bitwise operation...

    I think the issue is this: the bitwise operation works on integer types only. For the OP, the solution you are hunting for is to make an _integer_ texture (there is the whole matrix:...
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    The issue with that approach is that is starts to...

    The issue with that approach is that is starts to walk the line "if this is written to..." which may or may not be determinable when a GLSL program is linked. Going further, in order for current...
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    True. Um, I don't follow how this would be...

    True.


    Um, I don't follow how this would be ok with current shaders: if a shader now writes to gl_ClipDistance it has an effect dependent on GL state, but this idea indicates of someone did not...
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    For example if it does not write to...

    For example if it does not write to gl_ClipDistance.

    In an ideal world, weather or not clipping is active would depend on the active GL program, but enabling/disabling clip distance is already GL...
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    clip distance activation specified by shader

    One thing that is a touch.. aggravating is that which clip distances are active is specified by C-code; My suggestion is relatively simple: a little jazz in shader code that overrides GL state in...
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