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Type: Posts; User: Ed Daenar

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    Out of curiosity, how did you measure those...

    Out of curiosity, how did you measure those numbers? Due to the dual (multi?) threaded command queuing nature of current drivers it's very possible your measurements were not really measuring the...
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    Without being even remotely familiar with Java, I...

    Without being even remotely familiar with Java, I can give you some pointers. Integers in Java are 32bit but you are telling GL that you are uploading GL_RGBA formated data as GL_UNSIGNED_BYTEs, thus...
  3. An interesting test on this could be to use the...

    An interesting test on this could be to use the FS to increase an atomic (or write on an output shader buffer, but an atomic is easier to set up) and check the final result with rasterization off.
    ...
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    It's mostly a problem with driver architecture,...

    It's mostly a problem with driver architecture, that derives from API design, so in general it's not just draw calls what you want to minimize but your contact with the API itself. For many of the...
  5. Could you elaborate? I'm not sure what exactly...

    Could you elaborate? I'm not sure what exactly you are referring to with optimizing global lights.

    Running a depth-only pass before the production render will ensure most pixels are not shaded...
  6. Lights and shadows on a tiled renderer (at least...

    Lights and shadows on a tiled renderer (at least the one I use) are not really that different from deferred, it's just that you attach the light shading (and shadowing) functionality to the shaders...
  7. I use a forward renderer based on tiled light...

    I use a forward renderer based on tiled light queues to handle high amounts of lights and light types. Generating the light tiles requires hardware capable of using atomics and random writes to an...
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    Without questioning why or what you are trying to...

    Without questioning why or what you are trying to do, you could check this out:

    https://www.khronos.org/registry/gles/extensions/EXT/EXT_frag_depth.txt
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    Non interleaved arrays can potentially save...

    Non interleaved arrays can potentially save bandwith when rendering geometry with shaders that don't use the complete set of attributes (classic example is depth rendering).

    I'm afraid the answer...
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    If you want to run a fragment shader on each...

    If you want to run a fragment shader on each pixel of your rendering surface once and only once, you can do that by simply rendering a two triangles that fill the scree. You don't even need to...
  11. Since you are not really giving GL any data to...

    Since you are not really giving GL any data to load to the surface, you can create an RGB16F surface in two ways:

    1. Pass in GL_RGBA for the format parameter and GL_UNSIGNED_BYTE for the type. I...
  12. Intel OpenGL 4.0 drivers. The mystery of 0xFFFFFFFF

    Intel driver version 10.18.3910 running on an i7 363QM (HD4000), OpenGL 4.0 supported.

    This code:



    uint a = 0xFFFFFFFF;
    uint b = -1;

    if(a != b) {
  13. Your second approach is not correct. Shadow...

    Your second approach is not correct. Shadow samplers return 1 or 0, depending on the result of the compare operation. They will, however, return an averaged value if PCF is enabled by setting the...
  14. Thank you, this extension does provide pretty...

    Thank you, this extension does provide pretty much the same functionality and it's recent promotion makes it even more interesting.
  15. EXT_shader_framebuffer_fetch - On desktop?

    http://www.khronos.org/registry/gles/extensions/EXT/EXT_shader_framebuffer_fetch.txt

    Going through some documents I came across this extension for GLES. In a nutshell:



    Now, I've searched...
  16. On the topic of shadow samplers, what I can't...

    On the topic of shadow samplers, what I can't seem to understand is the logic behind the limitation of making shadow samplers only work with depth surfaces. Is this a problem with the hardware...
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    This is incorrect. You certainly can use multiple...

    This is incorrect. You certainly can use multiple buffers to supply streams for each vertex attribute. I understand where your confusion is coming from: you are binding a buffer to GL_ARRAY_ BUFFER,...
  18. Should probably call those vertex attributes to...

    Should probably call those vertex attributes to avoid confusion with the more general term "variable".



    By design, I suppose. Consider what an index is or, rather, what it isn't: it's not a...
  19. VertexAttribPointer provides a way of telling GL...

    VertexAttribPointer provides a way of telling GL how to extract data from a data stream you provide to pass it as a shader attribute input. With it you tell GL where the data is located (the target...
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    So all you want to do is copy a section of the...

    So all you want to do is copy a section of the FBO into another section of the same (or another) FBO? If so, there's no need for convoluted solutions. Take a look at the documentation for...
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    Ah, indeed, even the wiki page...

    Ah, indeed, even the wiki page http://www.opengl.org/wiki/GLAPI/glGetString says this about the token:



    However, since we are talking about nVidia drivers as well here, I have to point out...
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    I'm sorry, glGetString is deprecated? Since when?...

    I'm sorry, glGetString is deprecated? Since when?

    http://www.opengl.org/wiki/GLAPI/glGetString



    I don't use GLEW anymore due to various reasons, main one being I switched to glLoadGen...
  23. GLKMatrix4MakeLookAt, according to a fast check...

    GLKMatrix4MakeLookAt, according to a fast check on google, returns a GLKMatrix4. It doesn't call any gl code....
  24. Follow up: I have cleaned up the test code and...

    Follow up:

    I have cleaned up the test code and I have narrowed the problem even further. The problem can be solved by running the following code once before running the shader that writes to the...
  25. ARB_shader_storage_buffer_object and AMD drivers

    I'm implementing a rendering system that uses the mentioned extension which, if I understand correctly, is core since 4.3. AMD drivers as of Catalyst 14.4 claim to be GL4.4 complaint, so I'm...
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