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Type: Posts; User: malexander

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  1. When you link a program without separable...

    When you link a program without separable shaders, the Nvidia compiler flags any input varying data that the fragment shader doesn't use, and culls whatever computation they require from the previous...
  2. Yep, that'll work. You can also render it to...

    Yep, that'll work.

    You can also render it to your main window/FBO with color and depth writes disabled, and your depth test enabled. No extra resources, doesn't affect your main window or FBO.
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    You can still run into memory fragmentation...

    You can still run into memory fragmentation issues with 32b Windows, even if you're shy of the 1GB mark. We found that the address space randomization feature in more recent Windows version made this...
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    Besides two generations worth of texture...

    Besides two generations worth of texture improvements, Maxwell also has a large L2 cache (2GB vs 768MB). I suspect this would help reduce texture VRAM fetchs, especially if the map is somewhat larger...
  5. These features definitely do suggest a deferred...

    These features definitely do suggest a deferred renderer would be appropriate as Ruggero suggests. Transparency is the main feature on your list that is difficult to do with deferred rendering. Most...
  6. I'm fine with this as long as the non-DSA...

    I'm fine with this as long as the non-DSA functions are deprecated in, but not removed from, the core profile. The forward compatibility profile can remove them as it does with all deprecated...
  7. My guess would be that 16b RGB isn't 4B aligned....

    My guess would be that 16b RGB isn't 4B aligned. Textures used as render targets are more restricted in terms of storage formats than general textures. I've found that Intel GPUs generally require...
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    The hardware units that deal with depth writes...

    The hardware units that deal with depth writes and testing are fixed-function units (also color blending/writes), perhaps that's why only fixed 16b/24b and [0,1] FP32 is used. If the full FP32 range...
  9. Trying checking for the GL_ARB_compatibility...

    Trying checking for the GL_ARB_compatibility extension:



    int num_ext = 0;
    glGetIntegerv(GL_NUM_EXTENSIONS, &num_ext);
    for(int i=0; i<num_ext; i++)
    ...
  10. As there is only one fragment shader output,...

    As there is only one fragment shader output, fColor will be at data location zero.
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    If you don't use a vertex input in your program,...

    If you don't use a vertex input in your program, most GLSL compilers will optimize it out. The vertex shader in the original post does not use v_normal in any calculation that is exported to the next...
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    Perhaps try breaking up the VBOs into smaller...

    Perhaps try breaking up the VBOs into smaller buffers and issue several draw calls. I ran into a similar performance issue with a very large mesh (20M points, 80M verts). Breaking the mesh into...
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    I would render to 20 different textures using...

    I would render to 20 different textures using FBOs, then draw each view as a textured quad, in one OS window. Then you only have to worry about 1 swapbuffers call, once all of the FBOs have finished...
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    You can increase the resolution of your shadow...

    You can increase the resolution of your shadow map texture to reduce the blockiness.
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    1) There is no version of the core profile where...

    1) There is no version of the core profile where you can avoid VAOs. You can bind a VAO at startup and leave it bound in the context for the entire program duration, though. Then you can set vertex...
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    With the vertex buffers: are you just uploading...

    With the vertex buffers: are you just uploading buffer contents when drawing these small batches? Or are you also setting up the vertex state as well (glVertexAttribPointer)? I'd expect a buffer...
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    Do you have a usage scenario for this extension,...

    Do you have a usage scenario for this extension, such as an algorithm that would be accelerated by it? The reason I ask is because over the years I have run into very few cases where points, lines,...
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    "Theoreticians" - this is a pretty bold...

    "Theoreticians" - this is a pretty bold assumption. The members of the OpenGL architecture review board consists of people who design graphics hardware, write graphics drivers, author graphics...
  19. Double-precision computation on many GPUs,...

    Double-precision computation on many GPUs, especially consumer versions, is often much slower than single-precision, by anywhere from 2x - 24x slower. I believe the GT640 FP64 performance is 1/24th...
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    As long as you're only targeting AMD and Nvidia...

    As long as you're only targeting AMD and Nvidia cards on Windows or Linux, you can use a GL4.4 compatibility context. However, if you intend to every support GL3/4 features with Windows/Intel...
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    I've found exactly the same thing, whether it be...

    I've found exactly the same thing, whether it be mapping a buffer for read or write. I've been replacing all glMapBuffers()'s I can find with glSubBufferData() and getting a nice little performance...
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    I don't see the code that's actually doing the...

    I don't see the code that's actually doing the draw call. Are you using an instanced draw method (glDrawArraysInstanced, glDrawElementsInstanced)? Otherwise the instance will always be 0 unless you...
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    There are dvec's that can use up to 8N, and...

    There are dvec's that can use up to 8N, and perhaps they were future-proofing the feature for other types that may exceed the size of a vec4.
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    While rule 2 of the std140 spec say the base...

    While rule 2 of the std140 spec say the base alignment of a ivec2 is 2N, rule 4 specifies the stride for arrays:


    That is where the alignment of 4N is coming from.
  25. You can use the glXSwapInterval(0) function...

    You can use the glXSwapInterval(0) function defined by the GLX_SGI_swap_control extension to disable vsync for your application.
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