Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: CrazyButcher

Page 1 of 17 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    9
    Views
    3,389

    Re: GL_ARRAY_BUFFER with glBindBufferBase

    very good proposals, we really need something along nvidia's bindless graphics, where we can do lightweight changes of pointers (buffer + offset).

    kRogue's functions would be ideal, but...
  2. Replies
    6
    Views
    4,030

    Re: Point Sprites or Geometry Shader

    if I recall correctly point sprites have a maximum size and are culled when the center point is clipped (or used to). So GS provides greater flexibility.
  3. Replies
    14
    Views
    3,778

    Re: Opengl 1.5 on windows?

    the graphics driver does provide the opengl driver automatically, users will not have to do anything.
    in your application you query whether the driver exposes the functionality needed (via...
  4. Replies
    14
    Views
    3,778

    Re: Opengl 1.5 on windows?

    easiest way to make use of later opengl versions is using opengl extension managing libraries, e.g GLEW. Through them you can get the function pointers and enums you need. (or you do manually via...
  5. Replies
    91
    Views
    123,117

    Re: Official feedback on OpenGL 4.0 thread

    great work, with the separate shaders and binary shaders finally around! Good to see the match of dx11 now, I guess the only major thing missing is the threaded resource manipulation.

    someone...
  6. Replies
    17
    Views
    5,229

    Re: New(er) spec means new begging.

    very happy about separate shaders as well, but indeed point 2) "by resource" would allow a convenient workflow with transform feedback, as was provided with the first NV extension.

    1) would be...
  7. Replies
    11
    Views
    4,357

    Re: No OpenGL 4.1 at Siggraph...? :/

    awesomeness!
  8. Re: wanted: up to date OpenGL reference pages

    thanks,
    btw is there a legal reason there is no "offline" download, but one has to generate it oneself from sources?

    for offline use it would be nice and more user friendly if there was a...
  9. Replies
    6
    Views
    1,707

    Re: Appalling performance on ATI hardware

    hi, I've used the same technique on ATI hardware, in my case a good old radeon 9600 just fine. So the technique itself shouldn't be the issue with ATI, or at least was not back then.
  10. Replies
    7
    Views
    1,485

    Re: Contourlines

    can you use shaders for this project?

    if so, you could map a 1d texture without interpolation and with distinctive color changes along the height. That would colorize everything in different...
  11. Re: opengl es texture combine interpolate - iphone

    have a look at the extension
    http://www.opengl.org/registry/specs/ARB/texture_env_combine.txt

    SRC_ALPHA is the alpha value of the operand and SRC_COLOR is the RGB value. In the "alpha combiner"...
  12. Replies
    74
    Views
    46,929

    Re: New GL spec means: new begging.

    great work on that wishlist there Groovounet, I second your last 3.4/4.1 list.

    Personally I would prefer the separate shader (explicit attribs) stuff first, as I miss that most from working with...
  13. Replies
    36
    Views
    29,079

    Re: NVIDIA releases OpenGL 4.0 drivers

    sweet, any ETA for Cg support on NV_gpu_program5 and related?
  14. Replies
    183
    Views
    232,461

    Re: Official feedback on OpenGL 4.0 thread

    Thank you very very much for the new drivers sub-forum! Finally one good place to dump bugs,feedback and praise!
  15. Replies
    183
    Views
    232,461

    Re: Official feedback on OpenGL 4.0 thread

    I agree to look in the future now. OpenGL vs dx9 on dx9 class hardware (most intel integrated stuff) was clearly lost, FBO came too late, GLSL was also a bit dogy compared to the dx9 sm3 (and even...
  16. Replies
    183
    Views
    232,461

    Re: Official feedback on OpenGL 4.0 thread

    very nice work and keep up the great pacing (thanks for #include and transform_feedback3)!

    sampler objects look good to me (same as dx10 I think).

    I would have hoped that...
  17. Re: Texture combiners (OpenGL fixed pipeline)

    if you have the dotproduct combiner available, you can do (which swaps t0,t1)

    U0: T0 dot (1,0,0) passed as const color
    U1: T1 modulate
  18. Replies
    5
    Views
    3,378

    Re: GPU-based mesh deformation

    nvidia aliases generic attribs with classic attribs such as normals...

    in the gpu/vertex program... extension the pairs of matching generic attrib ids and fixed function attribs are listed.
    ...
  19. Re: quetion for SLI:is there any api in OpenGL for SLI

    more control over multi GPUs offers this extension
    http://developer.download.nvidia.com/opengl/specs/WGL_nv_gpu_affinity.txt
  20. Thread: ObenJL

    by CrazyButcher
    Replies
    49
    Views
    31,911

    Re: ObenJL

    hehe yeah, university research doesnt seem to have a lobby for them, no success on dev forum either ;)
    However I found just contacting certain nvi staff/researchers directly quite successful and...
  21. Replies
    5
    Views
    3,378

    Re: GPU-based mesh deformation

    an alternative to transform feedback (which likely is the optimal way I guess) would be rendering the attributes alone into a rectangle float texture.

    then either using this texture for the...
  22. Re: The most "Industry Standard Method" for shading?

    there is no "simple" solution, that means there is also no "best way" on which you are on the safe side for every purpose (3d, topdown..) for every hardware generation.

    The best thing for you to...
  23. Replies
    145
    Views
    269,291

    Re: Talk about your applications.

    Primarily I work on a versatile 3d engine for games & applications. Focus on rapid tooling/prototyping for games & serious work, hence luxinia uses Lua mostly (core engine written in C). So far...
  24. Replies
    23
    Views
    16,786

    Re: Catalyst 8.9 with OpenGL 3.0 support

    you probably missed the two posts about the HD 2400 and HD 4870?
  25. Replies
    23
    Views
    16,786

    Re: Catalyst 8.9 with OpenGL 3.0 support

    Korval you spoiled child ;)
    this is great news, didn't expect this so quickly

    does anyone know how far "back" those extensions go, ie what minimum ati hardware for each the driver supports?
Results 1 to 25 of 401
Page 1 of 17 1 2 3 4