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Type: Posts; User: _blitz

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    I should have linked this in my post as it is...

    I should have linked this in my post as it is indeed related to what I am asking for. I guess I am adding another argument in favour of this proposal: users can still use multiple strings, compile...
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    Compile time shader stage information in GLSL

    As far as I know there currently is no way to retrieve the stage for which the GLSL compiler is generating code.
    Such a feature could ease the development of GLSL libraries whose functions can be...
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    Now that's a nice feature ! I wasn't aware of its...

    Now that's a nice feature ! I wasn't aware of its existence. My bad. Thanks for pointing me to this :)
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    In this case, debug output would be helpful. ...

    In this case, debug output would be helpful.

    I guess the only way to find out if a specific internal format is supported is by doing what I did: compare manual compression/quantification/whatever...
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    Cool document! I have only tried my code on a...

    Cool document! I have only tried my code on a fermi card, would be nice if someone with a GT200 or older model could try the rgba4 format and post feedback.


    glGetTexLevelParameter returns the...
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    There is no such section in the GL4.3 specs....

    There is no such section in the GL4.3 specs. Assuming you are refering to table 8.12 in section 8.5.2, I have only found that each channel bit resolution is desired to be what I expect. I didn't see...
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    [NV304.48] Texture internal formats

    It seems that not all internal formats are implemented. I'm expecting these two calls to produce the same texture rendering:

    glTexImage(..,GL_RGBA4, ..., GL_RGBA, GL_UNSIGNED_BYTE, dataPtr); //...
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    Re: [AMD11.12] TexStorage -> INVALID_OPERATION

    Issue remains with Catalyst 12.1
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    Re: [AMD11.12] {pack,unpack}Half2x16 Incorrect

    Issue remains with Catalyst 12.1
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    Re: [AMD11.12] imageAtomicCompSwap not working

    Fixed in 12.1, nice work!
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    [AMD11.12] imageAtomicCompSwap not working

    The imageAtomicCompSwap doesn't seem to be working.
    I create a texture buffer like so (all texels set to value -1)

    // build buffer
    std::vector<GLint> bufferData(ELEM_CNT,-1);...
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    [AMD11.12] {pack,unpack}Half2x16 Incorrect

    I'm expecting the following shader to draw a triangle accross the screen, but it does not behave that way.


    #version 420 core

    void main()
    {
    vec2[] vertices =...
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    [AMD11.12] TexStorage -> INVALID_OPERATION

    TexStorage generates INVALID_OPERATION errors for (it seems) any internalformat of integer type.

    Code can be downloaded here (gmake and vs2010 projects are provided).

    Input

    for(i=0;...
  14. Difference(s) between texelFetch and imageLoad ?

    Is there a fundamental difference between these two shaders:


    layout(rgba32f) readonly uniform image1D imgData;
    ...
    vec4 data = imageLoad(imgData, someTexel);



    uniform sampler1D sData;
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    Re: [Ray vs AABB] exit point knowing entry point

    I've decided to implement the whole AABB vs Ray test, which can be simplified in my scenario. Here's the code in GLSL, if it can help others :)

    struct Ray
    {
    vec3 o; // ray origin
    vec3 d; //...
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    [Ray vs AABB] exit point knowing entry point

    Given:
    - An Axis Aligned Bounding Box (min, max coordinates)
    - A Ray entry point in this Box (Pin)
    - The normalized ray direction vector (Rd)
    Is there a way to determine the coordinates of the...
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    Re: streaming VBO and VAO

    Your class implements the algorithm I described above; I agree, it runs smoothly asynchronously.
    I just realized I misunderstood ugluk's last post, I thought the DYNAMIC_DRAW buffer approach was...
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    Re: streaming VBO and VAO

    I'm pretty sure you can't safely stream this kind of data asynchronously: how do you garantee that you're not writing to a region which is being read by the GPU ?
  19. Thread: opengl engine

    by _blitz
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    Re: opengl engine

    SFML is an alternative to SDL. It should give you better performances if you need to render a lot of sprites (if ever this is your problem... If not, could you please be more specific ?).
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    Re: streaming VBO and VAO

    I've never observed drastic performance gaps between the two approaches (I assume that by non-VAO you mean the 'bind a single VAO and 'forget' about it ?). I just stick to some guidelines/information...
  21. Thread: opengl engine

    by _blitz
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    Re: opengl engine

    You can check SFML : http://www.sfml-dev.org/index.php
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    Re: streaming VBO and VAO

    You can update the pointers (e.g. set VAOs) only when the buffer is orphaned. To read from the data from the buffer, set the 'first vertex' argument of your draw calls by taking the current offset of...
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    Re: per patch varyings : arrays vs vectors

    It's perfectly valid to access the components of a vector using the bracket operator (see, for example, page 80 of glsl420 specs: section 5.5).
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    per patch varyings : arrays vs vectors

    When setting a specific component of an array using gl_InvocationID, I get undefined results from patch varyings set in my tessellation control shaders with vectors while arrays work fine. I don't...
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    Re: DrawXInstancedTransformFeedback

    Each vertex is processed in parallel in a vertex shader, right ? If you have say an atomic_counter in a shader, and you write to it, there must be some sort of resource locking management (confirmed...
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