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Type: Posts; User: Jose Goruka

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    OpenGL ES on Metro?

    Hi! I Know OpenGL is not supported by Metro. Only DirectX 11.1.
    So my question is, is there any existing wrapper or wrapper being worked on to support OpenGL on such devices?
    I already checked...
  2. Performance of FBOs in various situations.

    Hi! I remember reading in some old ATI or nVidia papers that said that, in your Application, FBOs had to be created as early as possible for maximum performance.
    Is this still true today? If i want...
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    HDR in older cards, how?

    I'm trying to implement HDR in older cards (at least, geforce6x+), but i'm finding they don't seem to support "GL_RGB16F" format for FBOs (software emulation is used and everything is very slow). I...
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    Re: switch() inside fragment program

    Thanks a lot! I tried giving cgc a go, although it doesnt seem to generate a GLSL new enough that understands switch() seems switch is unrecognized :(
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    switch() inside fragment program

    Is there an optimized way to use a switch() inside a fragment program? Compilers (for common processor architectures) are known to generate jump tables when switch values use an integer range (say...
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    Re: Depth Buffer 2-way read

    ahh but i don't mean reading and writing, but more like reading and testing ( i don't want writing ).
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    Re: Depth Buffer 2-way read

    Well, i can understand the driver swizzling textures, but i guess if this was a problem, then most deferred renderers would not work?
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    Depth Buffer 2-way read

    Can I use a depth buffer both for computing depth (read it bound as texture) and also for testing Z when writing light fragments in a deferred renderer? Both at the same time. Of course, with depth...
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    Re: Future of OpenGL/GPUs

    Megatexture still has a long way to go. It may work for rage, but it suffers from:

    1) Being very static in nature (changes to geometry are very costly)
    2) Materials are also pretty static.
    3)...
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    Re: Future of OpenGL/GPUs

    Ah, i think i understand.. you mean indexing all textures in a texture array, and bind most buffers in a single one?

    That actually sounds like it could work (would need a little client side memory...
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    Re: Future of OpenGL/GPUs

    Except that the 3 extensions explicitly state that glMultiDraw* will NOT update gl_InstanceID. Thus, what I asked for is not yet supported.

    P.S:





    Ah, yeah this is something similar to...
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    Re: Future of OpenGL/GPUs

    This is fine, pretty much exactly how it should work.



    well, rendering a scene all with the same material sounds pretty limiting to me. Also you still have to change arrays and textures, so for...
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    Re: Future of OpenGL/GPUs

    Yeah, this is exactly what i mean, right now this is a huge bottleneck. Since in GL also (unlike D3D), everything works with numerical IDs, i dont see why you couldn't rebind shaders, arrays or...
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    Re: Future of OpenGL/GPUs

    I was going to reply more concisely to your post, but after reading this, i realized you didn't even understand my original post at all (or maybe i wasn't clear enough).

    To make it short, i'm...
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    Re: Future of OpenGL/GPUs

    I expected my post would be misread or misinterpreted, so let me clarify. This has nothing to do with OpenSceneGraph. I'm actually talking about low level rendering and operations that can greatly...
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    Future of OpenGL/GPUs

    I'm dissapointed towards where graphics cards are going. Specially now that larrabee is cancelled. To put it simple, why can't i do everything my rendering thread does entirely on the GPU? OpenCL and...
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    Compiling shader in separate thread

    Hi! Question, is it posible in some way to compile and link a shader in a separate thread than the one rendering in modern opengl implementations? (say.. 3.1+ ?)

    thanks
  18. Re: Can't get wglGetProcAddress to work in opengl 3.1

    SOLVED: It seems windows (unlike mac and linux) does not export proc address of gl 1.1 functions, only 1.2+
  19. Can't get wglGetProcAddress to work in opengl 3.1

    Installed latest nvidia drivers whicn support opengl 3.1,
    i'm attempting to retrieve the opengl 3.1/3.2 api through wglGetProcAddress (please don't suggest GLEW as alternative since it doesn't even...
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    Re: Official feedback on OpenGL 3.2 thread

    I'm very happy to see where OpenGL is going, and makes me glad to see the release cycles gain so much importance recently. OpenGL is truly becoming relevant again in the multimedia and games...
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    Re: Opengl 3.1, and Uniform Blocks question.

    Alfonse, Many thanks for your answer!

    I assume that in modern cards (8800/radeonHD) this should be at least a little higher, right? Also, I'll be more than happy enough if this is faster than...
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    Opengl 3.1, and Uniform Blocks question.

    Here's a question... Is it possible to create a Buffer Object that holds vertex attributes ( GL_ARRAY_BUFFER ), fill it with data using transform feedback, and finally, bind it as a uniform block (...
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    Reading and testing a depth buffer

    Imagine i have a FBO with a depth buffer texture bound. is it possible to write geometry to it using glDepthMask disabled (so no z-writes) while reading from the same depth buffer texture bound? as...
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    Re: Problem with #ifdef in GLSL

    seems it was a driver bug, newer version fixed it.
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    Problem with #ifdef in GLSL

    Hi! I'm having some very strange bug with GLSL..

    i do, in a certain piece of code (works in all others)

    #define SOMETHING

    #ifdef SOMETHING

    blabla
    #else
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