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Type: Posts; User: MrKaktus

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  1. Replies
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    Thanks everyone for suggestions, I will pass them...

    Thanks everyone for suggestions, I will pass them to OpenGL dev team and we will see what we can do :)
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    @Aleksandar: I'm working at Intel on our graphic...

    @Aleksandar: I'm working at Intel on our graphic drivers.
    @tonyo_au: Thanks for sharing some info with us.
    I'm encouraging everybody to give more examples!
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    Yes, I am, and I want to make your life easier :)

    Yes, I am, and I want to make your life easier :)
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    GL_ARB_Debug_Output - what do you need ?

    If you could talk with Graphic Drivers Developers about GL_ARB_Debug_Output extension, what type of messages you would ask them to be printed out by driver? What use cases should this extensions...
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    OpenGL spec error for texture units ?

    How you can specify texture units greater than GL_TEXTURE31 ?
    In specification GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS is:
    MINIMUM 48 for OpenGL 3.x (...
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    Multithreaded OpenGL questions.

    Hi, in my engine I have implemented Task-Pooling system. Then Thread0 creates main OpenGL context and rest of worker threads creates worker OpenGL contexts that share resources with main one. I want...
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    Re: Proper usage of GL_TEXTURE_2D_ARRAY.

    Nevermind, another stupid bug fixed :).
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    Re: Proper usage of GL_TEXTURE_2D_ARRAY.

    Problem solved. Sometimes easiest things can't be seen.
    Problem laid in passing engine handles to gl functions.

    was:
    sint32 tex0 = glGetUniformLocation(m_enProgram2, "weights");
    should be:...
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    Re: Proper usage of GL_TEXTURE_2D_ARRAY.

    The alpha channel was only an example to show shader with and without TEXTURE_2D_ARRAY.

    Actually my FS looks like this:


    #version 140
    in vec2 fCoords;
    out vec4 outColor;
    ...
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    Re: Proper usage of GL_TEXTURE_2D_ARRAY.

    If I set GL state like this:

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D,m_glTexWeights);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D,0);
    ...
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    Proper usage of GL_TEXTURE_2D_ARRAY.

    Hi everyone.

    I have some problems when I'm trying to use both TEXTURE_2D and TEXTURE_2D_ARRAY in one GLSL FS program. I don't know if I am doing something wrong with OGL or GLSL but there is a...
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    Re: Migrating from XP to Win7x64 - UBO error

    Hi,

    Yes people on nvidia site also confirmed that :).

    by Chris Dodd:


    My solution is now:
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    Re: Migrating from XP to Win7x64 - UBO error

    When I pasted this section to Fragment Shader:



    // Sector specyfic data array
    layout(std140)
    uniform Sectors
    {
    vec4 v0; // [v0.nx][v0.ny][v0.nz][ lvl ]
    ...
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    Migrating from XP to Win7x64 - UBO error

    Hi,

    After migration from XP x86 to Windows 7 x64 (nvidia driver 197.45) my aplication is no longer working correctly.
    When creating Vertex Shader I got such error log during compilation:


    ...
  15. Thread: Dx11 catchup

    by MrKaktus
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    Re: Dx11 catchup

    There won't be 3.5. Only 3.3 and 4.0 ath the same time :).

    EDIT: Oops, sorry, didn't see that there are another pages.
  16. Re: double precision (glDouble) useful at all or not?

    Ok so does GLSL 1.50 support half/double data types or not?
    I'm confused, how it looks in DX10.1?
  17. Re: GLSL 1.50 specification not matching OpenGL 3.2

    So I can send UBYTE3 column to save VRAM and it will be extracted to UINT3 in VS on the fly?
  18. GLSL 1.50 specification not matching OpenGL 3.2

    Hi there, I have found something like this:

    I can create VBO with columns types whatever I want, for eg.
    UBYTE3, but in GLSL 1.50 when I am defining input variables for VS the only integer types...
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    Re: UniformBuffers in OpnGL 3.0+

    Can I do something like this (part in my framework treat as pseudocode):

    In constructor I prepare buffers/program connection once:



    m_gpu = enRenderingContext::getPointer();

    // Create...
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    Re: UniformBuffers in OpnGL 3.0+

    So I understand that I could use std140 layout for UBO which gives me simplicity to update it at once but with cost of VRAM (every component is expanded to float4 I assume?).

    Alternative is my...
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    UniformBuffers in OpnGL 3.0+

    Hi I have question, how I connect uniform buffer with array of structs in vertex shader in modern OGL 3.0+ way?
    I think glUniformBuffer is deprecated isn't it?

    I understand that I should create...
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    Re: Detecting gpu capabilities.

    Ok but this is not the answer I am looking for. This all are workarounds, and I'm interested in direct testing of presence of some programmable stages in gpu pipeline.

    Are there some states that...
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    Detecting gpu capabilities.

    Hi,

    I know that I can get a lot of information about what my GPU can do (for eg. max texture size) but I cannot find information about shader units in specification.

    How to obtain information...
  24. Re: Binding multiple shader objects to program object.

    Thanks a lot , you really cleared my mind :).
  25. Binding multiple shader objects to program object.

    I heard that I can bind several V/G/F shader objects to one program object. But what happens when I call glLinkProgram ?
    Which shaders for each stage will be choosed ? Or do I have to set, in some...
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