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: Chris Lux

Page 1 of 12 1 2 3 4

Search: Search took 0.02 seconds.

  1. just choose a unit and stick with it. and yes 1...

    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...
  2. Replies
    3
    Views
    753

    Under the following link you can find a very...

    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.
    ...
  3. Replies
    22
    Views
    6,573

    layout(binding = 3) uniform sampler2D myTexture;...

    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...
  4. Replies
    18
    Views
    7,395

    Poll: I am sorry to bring this up again, but the dark...

    I am sorry to bring this up again, but the dark theme is still broken in regard so code tags...

    -chris
  5. thanks ;). I will get some reproducers to you...

    thanks ;).

    I will get some reproducers to you and Jeff.


    That is a great idea, thanks for the hint!...

    Regards
    -chris
  6. Replies
    18
    Views
    7,395

    Poll: in this thread all code is white on white: ...

    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
  7. Replies
    18
    Views
    7,395

    Poll: quotes look fine, but code is still unreadable. ...

    quotes look fine, but code is still unreadable.

    regards
    -chris
  8. I did some tests using this functionality...

    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...
  9. Nvidia: bindless textures - first experiences and bugs

    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...
  10. ok back to topic: what i do not understand is...

    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;...
  11. Replies
    2
    Views
    2,129

    Hi, take a look at the OpenGL 4.2 spec chapter...

    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...
  12. Replies
    130
    Views
    27,522

    Thanks, this is almost what i was looking for....

    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...
  13. Replies
    130
    Views
    27,522

    Thanks, and also a big Thank You for the new...

    Thanks, and also a big Thank You for the new forums! ;)

    -chris
  14. Replies
    130
    Views
    27,522

    Maybe this will be fixed after the re-indexing:...

    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
  15. Re: How to avoid BlueScreens on Windows and GLSL bugs?

    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...
  16. Replies
    14
    Views
    2,705

    Re: OpenGL and OpenCL running simultaneously

    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...
  17. Replies
    21
    Views
    7,783

    Re: Nvidia Dual Copy Engines

    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...
  18. Replies
    11
    Views
    2,309

    Re: Rgarding CUDA+PBO slow down

    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...
  19. Replies
    21
    Views
    7,783

    Re: Nvidia Dual Copy Engines

    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...
  20. Replies
    17
    Views
    2,591

    Re: Core GL_RAx formats

    Whats the problem?

    GL_RGx + ARB_texture_swizzle should to the job.
  21. Replies
    17
    Views
    2,591

    Re: Core GL_RAx formats

    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...
  22. Replies
    12
    Views
    2,297

    Re: glPrioritizeTextures, ...in practice

    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...
  23. Replies
    3
    Views
    1,483

    Re: nv: debug output performance messages

    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...
  24. Replies
    24
    Views
    4,635

    Re: Number of performance states for Fermi GPUs

    tell us... i demand you tell us what you found! ;) ...please.
  25. Replies
    3
    Views
    1,483

    nv: debug output performance messages

    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:...
Results 1 to 25 of 289
Page 1 of 12 1 2 3 4