just choose a unit and stick with it. and yes 1 unit to 1 meter is usually a good idea. for the perfect fov measure your viewing distance to your monitor and take its physical size into account. then...
Type: Posts; User: Chris Lux
just choose a unit and stick with it. and yes 1 unit to 1 meter is usually a good idea. for the perfect fov measure your viewing distance to your monitor and take its physical size into account. then...
Under the following link you can find a very simple volume ray casting demo. Maybe this will give you ideas, but I can only agree with the other replies... get the Engel et al. book.
...
layout(binding = 3) uniform sampler2D myTexture;
is already valid since OpenGL 4.2.
edit: Alfonses post just appeared here. sorry for the double post then...
I am sorry to bring this up again, but the dark theme is still broken in regard so code tags...
-chris
thanks ;).
I will get some reproducers to you and Jeff.
That is a great idea, thanks for the hint!...
Regards
-chris
in this thread all code is white on white:
http://www.opengl.org/discussion_boards/showthread.php/177593-Nvidia-bindless-textures-first-experiences-and-bugs?p=1237289#post1237289
quotes look fine, but code is still unreadable.
regards
-chris
I did some tests using this functionality regarding accessing a large number of individual textures form a single shader in the context of virtual texturing. I posted some results in the drivers...
Hi,
I am working on virtualization and visualization methods for large image and volume data sets. My current approach is to use large texture atlases to store the page data on the GPU. With volume...
ok back to topic:
what i do not understand is why they introduce uint64 as the opaque texture handle? why not introduce something along the lines of:
typedef struct __GLtexhandle *GLtexhandle;...
Hi,
take a look at the OpenGL 4.2 spec chapter 3.9.11 equation 3.21. The mip map level is calculated based on the lengths of the derivative vectors:
float
mip_map_level(in vec2...
Thanks,
this is almost what i was looking for. In the old forums i 'subscribed' to threads is did not post in, these were the watched threads which i am still missing. I sadly can not remember all...
Thanks, and also a big Thank You for the new forums! ;)
-chris
Maybe this will be fixed after the re-indexing:
I am missing my watched threads list, it should be converted to the subscribed threads in my profile.
Regards
-chris
Use explicit loop counters and break loops at certain counter thresholds (plus output a signal color at the broken fragment)... Its the only thing i can think of that will help here without help from...
To my knowledge from some discussions with Nvidia engineers, switching from GL to CL/CUDA and vice versa will flush and stall the respective pipeline. There currently is no overlapping of GL and...
The CUDA-readback was already tested in this thread [1], reading back the framebuffer content directly using CUDA. it gave very good results. it would be very interesting if using a CUDA memcpy on a...
CUDA uses more precise floating point operations, or better GLSL uses more relaxed math. Using OpenCL I saw the same, but you can specify to the OpenCL compiler that it can use faster (more...
Okay,
i have been digging deeper into the DMA-engine stuff from Nvidia. What confuses me are the following points:
- The white paper states that using a single threaded application and PBOs to...
Whats the problem?
GL_RGx + ARB_texture_swizzle should to the job.
Why not use GL_RGx formats? In core you are not limited to fixed functionality which needs alpha channels to know what to do, you can read the .rg components of the texture and output to alpha what...
You mean ARB_debug_output? I haven't seen that in a driver yet.[/QUOTE]
you have to create a debug context, then it is available (at least since the r280 drivers). starting with the r285 drivers...
Thanks for the answer Dan.
This might be a problem when this extension is interfering with the core profile context behavior, even if it is not hindering functionality but performance. Why are the...
tell us... i demand you tell us what you found! ;) ...please.
Hi,
since the ARB_debug_output extension finally reports something on nvidia drivers (r285.38) i took a closer look.
In my current project i get several of the following messages:
<source:...