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Type: Posts; User: skynet

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    The problem with array textures is that all the...

    The problem with array textures is that all the textures you put in one array have to match in size and format. That might not be very orthogonal to the input dataset.
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    http://www.opengl.org/registry/specs/ARB/bindless_...

    http://www.opengl.org/registry/specs/ARB/bindless_texture.txt might be what you're looking for.
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    The only reliable way I found was to actually...

    The only reliable way I found was to actually clip the bounding box faces against the frustum and then take the mins and max of the resulting vertices as screenspace-bounding box. I found no easy...
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    I seem to get quite good numbers. Sometimes...

    I seem to get quite good numbers.
    Sometimes sampling counters fails for no good reason (getting NVPM_ERROR_COUNTER_NOT_ENABLED for some of the enabled counters).
    In that case, I just repeat the...
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    I'm using the driver that is recommended for the...

    I'm using the driver that is recommended for the use with the latest nSight (331.82) and PerfKit_3.2.1.13309 on a GTX660Ti.
    One thing I noticed in the latest PerfKit/Driver combo is that the...
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    Try inserting a glFinish() right before the call...

    Try inserting a glFinish() right before the call to EndObject()/EndPass(). It helped me to get 'stable' results.
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    I don't think there's a definite spec on how...

    I don't think there's a definite spec on how anisotropic filtering had to be performed. EXT_texture_filter_anisotropic was the only document I was aware of. Where did you find yours?
    Do the Direct3D...
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    Also be aware that the layer selection (that...

    Also be aware that the layer selection (that would be the mipmap selection for a real texture) the way you do it is only suited for the bilinear filter. If you want to have 'real' anisotropic...
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    Could be that the texture coordinates are not...

    Could be that the texture coordinates are not continuous when you switch from one layer to another. When actually sampling the texture, try using explicit gradients (textureGrad()), based on the...
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    I assume, this is some kind of virtual texturing?...

    I assume, this is some kind of virtual texturing?
    It very much looks like you're using the wrong derivatives for fetching the texels. Mind you, the anisotropic filter is using the length of the...
  11. Thats your problem right there. I guess you're...

    Thats your problem right there. I guess you're not properly initializing some variables in your code. The debug CRT initializes memory to a certain pattern, but in release your're usually left with...
  12. One way to deal with this is to write a dummy...

    One way to deal with this is to write a dummy shader that uses all the UBO members and doesn't give the compiler a chance to optimize them away (i.e. all members must contribute to some shader...
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    Instead of using multiple PBOs you can try making...

    Instead of using multiple PBOs you can try making use of 'buffer orphaning'. I.e. use the same PBO over and over again, but before each texture upload use glBufferData() to tell the driver that...
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    What makes me wonder is, how LINE_ADJACENCY is...

    What makes me wonder is, how LINE_ADJACENCY is related to rendering cubes.
    I would suggest either
    a) create a geometry shader that takes GL_POINTS and outputs the cubes as single triangle strip...
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    You probably can't retrieve the polygon fragments...

    You probably can't retrieve the polygon fragments that came out of the fixed function clipping the GPU did. Most of the time it doesn't even clip them, but just rejects fragments outside the frustum...
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    http://www.cs.umd.edu/gvil/papers/av_ts.pdf ...

    http://www.cs.umd.edu/gvil/papers/av_ts.pdf (first page)
  17. Read up on glValidateProgram and how bad shader...

    Read up on glValidateProgram and how bad shader state can cause drawing commands to throw GL_INVALID_OPERATION.
    In your case I guess, one of your samplers2D uniforms shares the same texture unit as...
  18. To quote the 4.3 specs: @kingc8: don't know...

    To quote the 4.3 specs:


    @kingc8: don't know what your actual bug is, but it pretty much sounds as if the buffer you provide to GL is not as big as it should be. What are the dimensions of your...
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    The GL 1.1 functions are being exported by...

    The GL 1.1 functions are being exported by opengl32.dll. You may call GetProcAddress() instead to resolve those symbols, if you really need to.
  20. Thread: Line thickness

    by skynet
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    There is no way to control the line thickness...

    There is no way to control the line thickness from inside a shader. glLineWidth() lets you set a uniform thickness for all line segments, though.

    The only way to achieve varying line thinkness...
  21. Try using two FBOs: one with the normal texture...

    Try using two FBOs: one with the normal texture attached and one with a renderbuffer of the same format attached. Don't call glReadPixels on the texture-FBO. Instead, use glBlitFramebuffer to blit...
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    Those cards are probably only supported on very...

    Those cards are probably only supported on very old drivers with many bugs in them :-)

    Instead of using GL_GENERATE_MIPMAP you might also use
    glGenerateMipmapEXT() (if EXT_framebuffer_object is...
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    You should read this:...

    You should read this:
    http://archicad-talk.graphisoft.com/files/autodesk_inventor_opengl_to_directx_evolution_788.pdf
  24. Can you cite the corresponding paragraph from the...

    Can you cite the corresponding paragraph from the specs?
    There is language talking about sampling from incomplete textures, but querying the size of such a texture has not been deemed undefined.
  25. That is probably an unfortunate combination of...

    That is probably an unfortunate combination of application error (providing an incomplete texture) and a driver bug (not correctly returning the size of an incomplete texture).
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