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Type: Posts; User: Ilian Dinev

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  1. Replies
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    Yes, it's a fancy term for "window resizing".

    Yes, it's a fancy term for "window resizing".
  2. Thread: Out_of_memory

    by mcmike
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    255

    Out_of_memory

    Hi,
    I am using windows 8.1. I have run out of memory. It runs out after entering about 1,300,000 triangles. I am using glVertex3d to store the vertices. the video card has several gigabytes of RAM....
  3. how to get the horizontal plane extent ?

    how to get the horizontal plane extent where the camera shine ?
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    They are textures with N texel values per texel....

    They are textures with N texel values per texel. Every hardware has different memory layout for them, so only the specialized texelFetch(texMSAA, ivec2coord, int sampleIdx) function has to be used to...
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    A single glMapBuffer is more efficient afaik. The...

    A single glMapBuffer is more efficient afaik. The driver won't have to check for synchronization a thousand times.
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    Stencil is controlled by depth-fail/pass...

    Stencil is controlled by depth-fail/pass conditions.
    The depth+stencil operations always run at fullrate (e.g 8x), while the fragment will be run only in 1x, if any of the 8 depth/stencil tests...
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    In most cases it would all get inlined, and...

    In most cases it would all get inlined, and there'd be no difference whatsoever. If it doesn't get inlined, then the function parameters get allocated in a special place and out/inout get copied back...
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    Try glFlush and such. Or try to reuse the names,...

    Try glFlush and such. Or try to reuse the names, generated from glGenTextures. Do you happen to use glTexSubImage and such to often modify the textures?
  9. 1) All drivers will be smart enough to disable...

    1) All drivers will be smart enough to disable fragment-shader invocation, unless you use any of: gl_FragDepth, discard/coverage/samplemask, atomics. Because this is a very common thing, when...
  10. A wild guess is your gpu reorders the texture to...

    A wild guess is your gpu reorders the texture to D3D-style layout. Top-left [0,0] coord and offset of 0 being top left = bottom-left [0,0] coord and offset of 0 being bottom left..... for...
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    It is invalid to call glTranslatef() and...

    It is invalid to call glTranslatef() and glRotatef() inside a glBegin()/glEnd() section.
    Move the "glBegin(GL_LINES);" after glRotatef() .
  12. My best guess is to have two large UBO buffers,...

    My best guess is to have two large UBO buffers, and like mhagain mentioned - update everything with one glBufferSubData, before you render anything with that UBO. Two UBOs instead of one - for manual...
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    Try using glDrawElements with an appropriate...

    Try using glDrawElements with an appropriate indexlist.
    Try increasing the complexity of the fragment shader, (e.g by multiplying with one more uniform vec4) to see if the performance will continue...
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    If you don't use nSight, I'd suggest you use a...

    If you don't use nSight, I'd suggest you use a fragment shader on a fullscreen triangle. (to avoid high primitive-setup costs, and <= 4 primitives per cycle setup, and transform-feedback...
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    The Xilinx ISE WebPack is available for linux,...

    The Xilinx ISE WebPack is available for linux, yes.
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    3,902

    I am happy with:...

    I am happy with: http://www.amazon.co.uk/SainSmart-Cyclone-EP2C8Q208C8N-Development-Blaster/dp/B006CHFE7Y/ref=sr_1_1?ie=UTF8&qid=1366972772&sr=8-1&keywords=altera+fpga
    Most people prefer Xilinx, so:...
  17. Thanks for this tool! I have an immediate use...

    Thanks for this tool!
    I have an immediate use for it :D.

    Things to improve, but can live without them:
    - Keyboard shortcut to autosave+compile;
    - mark compile-error lines
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    I'd try something like: 1) remove all duplicate...

    I'd try something like:
    1) remove all duplicate vertices
    2) manually choose several triangles from the start of the intestine, which form a ring
    3) repeat until no triangles left:
    3.1) pick the...
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    Try vec2f=fract(texcoord.st*vec2(width,height)...

    Try
    vec2f=fract(texcoord.st*vec2(width,height) - 0.5f);

    Pixel center is {0,0} , so {-0.5,-0.5} is its bottom-left coord.
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    The modeler already gives you the normals per...

    The modeler already gives you the normals per face-vertex exactly the way you want them. No need to parse "s" yourself.....
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    You don't need to handle smoothing-groups. The...

    You don't need to handle smoothing-groups.
    The modelling app initially uses them to generate normals per face-vertex; later to subdivide (tesselate) just before raytracing.

    You only need to...
  22. The multisampling one seems invalid: to do any...

    The multisampling one seems invalid: to do any proper custom blending, you will have to do per-sample processing: fetch each individual texel sample, calculate, write one sample. Exactly the same...
  23. I don't see issues in adding this to core. In the...

    I don't see issues in adding this to core. In the worst case it's a glFlush() + added flushing of texture caches.
    But for most things, I think it will be slower than image_load_store. (could you...
  24. Could you test with this in the fragment shader:...

    Could you test with this in the fragment shader:


    layout(early_fragment_tests) in;
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    How do you check the value of y, what gpu and...

    How do you check the value of y, what gpu and drivers are you using, can you reproduce it on another platform?
    (it looks like a driver bug)
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