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    Re: Official Bindless Graphics feedback thread

    Right - got you, that's what I meant, should've been clearer.

    Thanks.
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    Re: Official Bindless Graphics feedback thread

    Yep I was referring to Cg there, but thanks - I didn't know that. I'm a bit locked in to CgFX/GL with my code so I don't use GLSL.

    So am I correct in thinking it's totally uniform based and not a...
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    Re: Official Bindless Graphics feedback thread

    Hey this looks really very interesting - hats off to NVidia.

    A couple of questions:

    With Shader Buffer Load the addresses are virtual, and mapped to the GPU address space at Init() - presumably...
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    Re: Official feedback on OpenGL 3.1 thread

    IMO it seems pretty fair to say most of the issues people face are indicative of the overriding issue in commercial software development per-se.

    Meaning the fact that more often than not...
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    Re: Official feedback on OpenGL 3.1 thread

    Ah great - thanks
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    Re: Official feedback on OpenGL 3.1 thread

    Ok that sounds a bit more like it - though I'm still a bit unclear about it; as if for example I set up my code to be including the gl stuff from GL3/gl3.h, but then I am including glext.h for some...
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    Re: Official feedback on OpenGL 3.1 thread

    Ok some questions / thoughts re the migration of code to 3.1.

    My engine is x-platform CgFX based with a GL back-end, generally it's pretty up to date and relatively clean, though there are of...
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    Re: Official feedback on OpenGL 3.1 thread

    Nice one - agreed with ector though: direct state access in 3.2 pls.

    Good stuff.
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    Re: OpenGL 3 for linux made available by nvidia

    In the news item for this on the front page it mentions:

    "Now allows rendering to a FBO with mixed-size attachments"

    By this do they mean different size pixel formats or actually different w&h...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Right ok, well that's torn it then hasn't it. Oh well thanks for the replies anyway.
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Ah... so is it that you can't actually read an msaa fbo as a texture then?

    [Edit]

    Having just done some RTFM-ing of the extension spec:

    "(3) Is ReadPixels (or CopyPixels or CopyTexImage)...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    That's slightly confusing as the EXT_framebuffer_multisample
    spec states:

    "...the application explicitly controls when the
    resolve operation is performed. The resolve operation is affected...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Well I'm happy - mainly because of EXT_framebuffer_blit and the relationship to multi-sampling and FBOs, as, if I'm not mistaken, allows custom resolve order in OpenGL. This is something I've been...
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    Re: newbie question: Cg vs glslang?

    Correct me if i'm wrong - but Cg would appear always to have the opportunity of being faster than GLSL as the compiler is outside of GL, and as such allows the possibility to hand optimise...
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    Re: [OT] OpenML && video replay

    AFAIK - using gltexSubImage does not involve re-creating a texture object - and is just a data update - as i can get from it - SubImage allows use of data that can change - whereas glTexture2d and...
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    Re: [OT] OpenML && video replay

    The fastest way to display Video as a texture (without having to reload the texture all the time) is with glTexSubImage2D() - Redbook p.367
  17. Thread: OT but any ideas?

    by Auto
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    Re: OT but any ideas?

    OK well - i'm at the moment only looking for a cheap hack - so i'll try the straight MV at the moment - but i guess to compute a proper Sphere map function i would need the true I_T_MV matrix,...
  18. Thread: OT but any ideas?

    by Auto
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    Re: OT but any ideas?

    indeed yes - well i did say i was being lazy http://www.opengl.org/discussion_boards/ubb/wink.gif - and i'm just about to go to bed - that being not really in the frame of mind to think about...
  19. Thread: OT but any ideas?

    by Auto
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    Re: OT but any ideas?

    ok cool - so if i'm right here DOT meaning calculating the dot product of the normal vector with the corresponding part of the matrix(?) or are you meaning like the maths "." multiplication - i'm...
  20. Thread: OT but any ideas?

    by Auto
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    Re: OT but any ideas?

    Can't seem to find a hell of a lot relevant in the red book - there's something in Appendix B about using glGetFloatv() to access queryable state variables or whatever - but i think i'm probably...
  21. Thread: OT but any ideas?

    by Auto
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    Re: OT but any ideas?

    nice one thanks - although how do you multiply the normal by the modelview matrix?
  22. Thread: OT but any ideas?

    by Auto
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    OT but any ideas?

    Hi - I'm using the PS2 Linux kit for a project - implementing it with the OpenGL-like API - ps2gl - however there is no support for glTexGeni - and thus no support for GL_SPHERE_MAP - and of course...
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    Re: Implicit suface rendering Optimisations

    Thanks http://www.opengl.org/discussion_boards/ubb/smile.gif
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    Implicit suface rendering Optimisations

    Hi,

    Can anyone suggest the fastest methond for drawing Marching cubes derived triangles?
    To clarify: geometry is as GL_TRIANGLES, and changes every frame... is it worth creating a display list...
  25. Thread: geforce3 and cost

    by Auto
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    Re: geforce3 and cost

    xbox smecksbox... why would i ever want one?
    OK if they release an OpenGL dev kit/driver set for it then sure - much more interesting, but then wont that be the same as my PC? Actually probably less...
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