I made something similar yesterday (3 pbo to draw a yuv420 video frame). I'm not using double but normal UBYTE pbo's/textures. And I'm using GL_RED textures. And it is working fine.
Here is the...
Type: Posts; User: Cab
I made something similar yesterday (3 pbo to draw a yuv420 video frame). I'm not using double but normal UBYTE pbo's/textures. And I'm using GL_RED textures. And it is working fine.
Here is the...
Hi Stephen_H
I have two threads: one loading thread and one render thread.
At the beginning of the program, I create two render contexts in one of the threads (render thread in this case):
...
m_TriangleCount/3? Is it what you are trying to do? If m_TriangleCount means #of triangles you want to render, then it should be m_TriangleCount*3
Hope this helps.
I have made some testing:
With 50 objects of 7578 vertex each one (484992 bytes of vertex data each object)
1. Mapping with:
glBufferDataARB(GL_ARRAY_BUFFER_ARB, dwSizeInBytes, NULL,...
[quote]Originally posted by ZbuffeR:
[B]
void render_query()
{
glBeginQueryARB(GL_SAMPLES_PASSED_ARB, m_query_obj);
render();
glEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
...
I remember when I was younger (2002) :) and write a proposal for OpenGL about this in the 'Suggestions for the next release of OpenGL' forum:
...
For your hw. If you are talking about fragment shaders: It does not support branching, that means:
- Ifs (branches): all the shader is evaluated even if the condition does not match. This means that...
It is curious that in the NV_fragment_program_2 example in the NVIDIA SDK, you find the next code for the fragment program:
...
PARAM nlights = program.local[0]; # number of lights
...
REP...
jide,
As fas as I remember, the dynamic branching/looping in vertex shaders/programs in the Geforce FX family is really slow in the first members of the family 5800, ... And it is faster in the FX...
1. Yes. Currently for shadow mapping.
2, 3. I read it some months ago and I don't remember the details, but I remember I liked it.
4. Don't remember any.
5. An antialising option. I have not need...
I posted my opinion about this in other forums:
If this is true, it doesn't matter if you are a D3D fan or an OpenGL fan, we all lose. D3D is what it is today thanks to the 'competition' with...
I have an application that uses one unique vbo to draw text.
What I do several times per frame is:
DrawText
dwSizeInBytes=dwNChars*4;
glBindBufferARB(GL_ARRAY_BUFFER_ARB, uBufferID);...
Are you sure? I think that glClear clears everything even if glScissor is enabled. I don't have documentation here but this is what I recall.
Hope this helps.
[EDIT] It seems you are right:
...
For a limited time :)
You can download a quick and dirty modification of the Nehe example using the Texture3D DShow example.
http://www.abril.com.es/PlayVideo.zip
Note that you should have...
I also modified the Texture3D example and it worked pretty fast.
In this example, as there is no sound rendered overloaded, it seems that the sound is played using the default sound device. So the...
Mark,
I agree with you about 'your feeling' about OpenGL.
I used Cg but I removed it against GLSL mainly because the resulting code didn't work properly in ATI cards, and because the lack of...
Jacobo,
I have a similar problem in the game I'm currently developing. I sent a demo version to them in November and they where they can reproduce it but in the latest drivers it is not solved...
Nice.
In my GF6800GT it has some of the latest extensions: GL_ARB_color_buffer_float, GL_ARB_draw_buffers, GL_ARB_half_float_pixel, GL_ARB_texture_float, GL_EXT_framebuffer_object
I don't know if it is faster, but this example (glsl shaders) runs pretty fast in my gf6800gt
http://www.ampoff.org/modules.php?name=Forums&file=viewtopic&t=15
Hope this helps.
I have checked 3DLabs GLSL Demo shaders and they use
void main(void) in both vertex and fragment shaders so probably this is not the problem.
Sorry.
Try:
void main()
Hope this helps.
Supposing that your normals are right across the square this effect is correct when using ‘lambertian light’ (n dot l). Think about it: When the light is away from the surface the normals and the...
Yes. But I think that those release notes are for the first versions of the 6x drivers. With first versions if you run GLSL Shading Language Demo (from 3DLabs: ...
In http://developer.nvidia.com/object/nv_ogl_texture_formats.html
there is an interesting list of texture formats supported by NVIDIA hw.
I'm suprised that except for GF6200, the RGB8 format is...
It is strange.
I have made a test with GF6800GT
Fragment1 (fragment shader):
float fDiffuse=dot(normal, vcLightDir);
… rest of the shader computing bumpmapping with diffuse, specular with...