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Type: Posts; User: FrankBoltzmann

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  1. Replies
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    Hey, thanks for the reply. I was actually...

    Hey, thanks for the reply. I was actually simplifying my question, because I didn't know about glBlitFramebuffer. What I really wanted to do was use one single full screen Framebuffer with multiple...
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    FBOs and Viewports

    Imagine I have a window of 1280x720 and I have an FBO of the same size. When drawing my scene, I draw it to my FBO using glViewport(640,360,1280,720) which is the top right corner of the window. Now...
  3. Each vec3 is considered a 3N, each float a 1N and...

    Each vec3 is considered a 3N, each float a 1N and booleans are considered 1N as well. My layout is 3N, 1N, 3N, 1N and so on... and in the spec it says that when you use that kind of format, the 3N is...
  4. I thought so as well, but the bug was happening...

    I thought so as well, but the bug was happening before I added that if statement! I was basically testing "spotlight" inside the shader and if it was "true" I would paint everything white, so...
  5. Corrupted data during mapped buffer! (Uniform Buffer Objects)

    I didn't know whether to post this under beginners or not, but there's something wrong with my application when I try to map a buffer and write onto it. It's a really strange and specific bug. I have...
  6. Geometry Shader: Pixel-size quads (how to)

    I have an SSBO that essentially stores all the world-space positions of each fragment created by the pipeline's rasterization of a scene from a specific fixed viewpoint. In each frame, I draw a...
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    I found a way to create a sort of critical...

    I found a way to create a sort of critical section:


    uint closest = pixel[pixelIndex].closest_ptr;
    uint actual_closest = pixel[pixelIndex].closest_ptr;
    do {
    closest = actual_closest;...
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    812

    GLSL concurrency + depth testing

    Hi, I am implementing Per Pixel Linked Lists in OpenGL 4.3 using 2 SSBOs:


    // -------------- PPLL Structures --------------- //
    //
    struct...
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    Another question, but maybe I should make a new...

    Another question, but maybe I should make a new topic since this one might be more advanced and interesting to answer: Is it possible to make a fragment shader output a list of vertices to go through...
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    1,240

    I would prefer a 1D array since I am doing...

    I would prefer a 1D array since I am doing several interleaved linked lists, a 3D array would be allocating a fixed size for the linked lists if it was 1280x720xAVGDEPTHCOMPLEXITY. I need...
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    SSBO access

    Hi, this may be a rather specific question, but I need to access some structure on my fragment shader and write fragment information to it and then be able to read from that same structure on a...
  12. Camera with fixed axis for yaw and vertical movement

    Hello,

    I have a transformation matrix for a camera that consists of a Translation and a Rotation. The rotation was a product of yaw and pitch. To make the camera intuitive (at least for me) I...
  13. Isn't the point of deferred rendering to not...

    Isn't the point of deferred rendering to not calculate all the lights per fragment since most fragments behind other fragments will be discarded? Using multiple passes to accumulate light is called...
  14. I guess my final question is: If I'm allocating...

    I guess my final question is: If I'm allocating 100 lights at initialization stage with glBufferData(100,NULL) and then using glMapBufferRange with invalidate bit flag, isn't it better to just use...
  15. Ok so I should use...

    Ok so I should use BufferData(100*sizeof(light),NULL) once at initialization stage and then only use glMapBufferRange with those flags? So in that link with the streaming techniques, I might have...
  16. Yes but I'm not delivering a product, I'm doing...

    Yes but I'm not delivering a product, I'm doing research so my purpose is to understand everything I can. It may take me a while to implement this due to all these discussions of optimization, but...
  17. From what you'd telling me, mapped pointers are...

    From what you'd telling me, mapped pointers are better if I'm rewriting the storage. So if I only allocate once, I should allocate 100 lights during initialization phase using glBufferData with a...
  18. So UBO's should be faster to read from in my...

    So UBO's should be faster to read from in my shader? Since, as you said, it is impossible to reallocate space for a Buffer Object, I will have to allocate for example 100 lights whether I use UBOs or...
  19. What can I take for granted? UPDATE ON THE...

    What can I take for granted?

    UPDATE ON THE TOPIC: I have tried SSBOs which basically let me have a pointer to an memory location that is mapped to the SSBO data, so I can easily change the stuff I...
  20. So what do you think of what I said? Allocating a...

    So what do you think of what I said? Allocating a UBO of 100 * 5 * 4 floats, binding the UBO ID to a binding point and block index so that you just need to bind it to use it. Then when an individual...
  21. N is the size of a float. In the OpenGL...

    N is the size of a float. In the OpenGL description of layout std140 it is said that data is stored in blocks of 4N if there is a vec3 or vec4, 2N if there is a vec2 and N if it's just floats.
    ...
  22. Should this be moved to OpenGL coding: Advanced...

    Should this be moved to OpenGL coding: Advanced or Beginners since it isn't just GLSL and there seem to be more people actively helping in that section?
  23. I have 4.3 hardware, I'm even considering using...

    I have 4.3 hardware, I'm even considering using beta 4.4 drivers.

    My example was simple, but I will actually require lights to have about 20N in size and I will also need an array with Materials...
  24. Uniform Buffer Objects, dynamic sized arrays and lights

    Hello, I'm new to this forum as a poster. I tried making the title as descriptive as possible so here goes:

    I'm new to UBOs and I've seen many different implementations and I don't think none of...
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