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Type: Posts; User: Taylor Holliday

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  1. Thinking a bit more: if I were to use a dynamic...

    Thinking a bit more: if I were to use a dynamic allocation scheme for regions in the VBO, then I would only need to shuffle around the index buffer when something changes size.
  2. rendering a scene graph with a constant number of draw calls

    My app's renderer does some batching of geometry but the draw calls issued are still proportional to scene graph size. I'm still CPU bound, because of scene traversal, among other things. I can...
  3. As a test of what combining shaders would do, I...

    As a test of what combining shaders would do, I simply disabled the text. I get a modest improvement in CPU frame time, but since there is no change in GPU frame time, I would assume that the...
  4. Right, I should have been more specific in that...

    Right, I should have been more specific in that its the alpha-blending I do that requires back-to-front rendering. Otherwise I could have used a z-buffer.



    I'm not, and that's an excellent...
  5. Thanks for the reply! Its true, I'm CPU bound,...

    Thanks for the reply! Its true, I'm CPU bound, but the vast majority of the CPU rendering time is spent inside OpenGL calls. With texture caching off, 44% is spent in glDrawArrays.

    One problem I...
  6. Strategies for optimizing OpenGL-based animated/zoomable 2D UI rendering

    Hey! I'm trying to improve the graphics performance of my app (http://audulus.com if you're curious). Here's a screen shot:

    https://dl.dropboxusercontent.com/u/45540223/Audulus/Welcome.png

    I've...
  7. Re: faking GL_POLYGON_SMOOTH in a fragment shader

    Thanks. The problem is that the geometric detail is too high which results in popping of geometry as I move the view.
  8. faking GL_POLYGON_SMOOTH in a fragment shader

    I want something better than MSAA, without slowing to a crawl. Smooth falloffs using smoothstep() and fwidth() would result in inset-looking triangle. It seems the best I can do is ray casting within...
  9. Thread: GLenum

    by Taylor Holliday
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    GLenum

    Hi,

    Simple question: why does GL use #defines for its enums instead of C enums? I think I knew at one point.

    thanks
    - Taylor
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    Re: subdivision surfaces

    I've updated the specification at http://wtholliday.org/software/src/sds.pdf and submitted a sourceforge project registration.
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    Re: subdivision surfaces

    Hi Mikkel,

    Thanks for the reply. I don't mean to be dogmatic about not subdividing uniformly... I'm sure in some cases that could be the best approach. I'd like to have an interface which...
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    Re: subdivision surfaces

    Here's a very early draft of a spec for the library I'm thinking of: http://wtholliday.org/software/src/sds.pdf

    Any suggestions would be greatly appreciated. I'm thinking of starting a...
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    Re: subdivision surfaces

    Hi Leghorn, what I mean by explicit subdivision is that individual facets of finer meshes are dynamically allocated. I've implemented subd's this way and its pretty slow. An array-based...
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    Re: subdivision surfaces

    Just want to ensure I'm not re-inventing the wheel before I set out to write a nice SDS library. Would anyone like to see a lib with an api like GLU NURBS?
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    Re: subdivision surfaces

    Hi Mikkel, didn't see your post. I mentioned the first link above and the second two use explicit subdivision. Also, the second two don't have documented APIs.
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    Re: subdivision surfaces

    Hi, yeah I've googled around quite a bit. Most of the code people have posted does explicit subdivision, which is too slow for my purposes (interactive modeling).

    There is an implementation for...
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    Re: Problems with Quadrics

    You'll have to explicitly cast it:

    gluQuadricCallback( quad, GLU_ERROR, ( GLvoid(*)() ) errorCallback);

    - Taylor
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    Re: C++ Class problem

    Try unit-testing your STGA class without using OpenGL, just to make sure the data loaded correctly. Do this by printing out a very simple image. Don't just assume it worked because you had a previous...
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    subdivision surfaces

    Does anyone know of an easy to use C/C++ open source library for rendering subdivision surfaces efficiently (e.g. Stam's SIGGRAPH 98 paper) w/o a GPU?

    If I can't find one, I'm considering writing...
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    Re: lasso selection

    Hi, as a follow-up, my lasso selection code is available at http://wtholliday.org/software/#code Cheers!
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    subdivision surfaces

    Does anyone know of an easy to use C++ open source library for rendering subdivision surfaces efficiently (e.g. Stam's SIGGRAPH 98 paper) w/o a GPU?

    thanks!
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    Re: lasso selection

    Yeah, I could use the stencil buffer for the AND. I'm just wondering if there's a common/standard way of doing this type of thing?

    thanks!
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    lasso selection

    Hi all,

    First post here. I'm implementing lasso-style selection tool for one of my programs, a little 3d modeler.

    Does anyone know of an elegant simple approach to this? My initial idea is to...
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