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  1. Screenshots for comparison ? Because I find that...

    Screenshots for comparison ?
    Because I find that surprising.
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    Read the faq :...

    Read the faq :
    http://www.rovio.com/en/our-work/games/view/4/angry-birds-seasons/faq/
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    From your description, it seems you only need to...

    From your description, it seems you only need to use 1 FBO for each special effects layer. Then blend that non additively.
    But why do you need to add-blend particles between themselves and not with...
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    Re zbuffer or painter's algorithm : Does that...

    Re zbuffer or painter's algorithm :

    Does that mean you use blending ? Or simply alpha tested shapes ?
    Because with blending, zbuffer is mostly unusable.
    Without blending, you should absolutely...
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    Your second option seem better, a priori....

    Your second option seem better, a priori.
    Texture switches are quite costly too, how many texture switches do you expect ? Try to pack in texture atlases or texture array.
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    The idea behind binary formats is that they load...

    The idea behind binary formats is that they load fast on their dedicated hardware.

    They are the opposite of being able to run on completely different hardware. This however is the aim of GLSL.
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    what is your target hardware ?

    what is your target hardware ?
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    If your ray cast shader outputs a fixed bright...

    If your ray cast shader outputs a fixed bright color (not black, not white), do you see it ?
    If yes, then add back parts of your shader until you narrow the problem.
    If not, then check how you...
  9. All white texture can mean that there is a...

    All white texture can mean that there is a texture error somewhere. Do you check for GL_ERRORs ?

    What is your texture filtering set to ? Do you generate mipmaps ? ...
  10. Of course this is perfectly doable, and even in 2...

    Of course this is perfectly doable, and even in 2 very different ways.
    Either load the whole as a NPOT texture, and when rendering each tile, use very specific texture coordinates to select onle the...
  11. This is a java-specific question, nothing to do...

    This is a java-specific question, nothing to do with OpenGL.
    It depends on how you access your resources. Try loading resources trough the classloader, it should work both in jar- and expanded-...
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    Indeed GPUs take advantage of extreme parallelism...

    Indeed GPUs take advantage of extreme parallelism thanks to having almost no coupling between tasks, which means they are much more efficient (in raw compute power for transistor count) than CPU.
    ...
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    "Shader" is a bit of a misnomer. In fact it is a...

    "Shader" is a bit of a misnomer. In fact it is a small C-like program with strong typing that will be compiled to machine code running in the GPU by the video driver.
    A program can be affected to...
  14. Steam’d Penguins ? Free drinks ? Only missing is...

    Steam’d Penguins ? Free drinks ?
    Only missing is a rumored "quad-buffer-stereo on all geforces" and I would reaaaaally regret not being able to attend !!!
    :)
  15. "once" : when was that ?

    "once" : when was that ?
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    The amount of spam is incredible these times. ...

    The amount of spam is incredible these times.

    What about a panel for moderators / long time posters that lists recent messages posted by new accounts, up to the 5 first messages per account ? With...
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    Rename your vars with something silly like append...

    Rename your vars with something silly like append AAA to the name to rule out any name collision.
    Maybe your project tries to link the same file twice ?
  18. Testing with glGetError() should be always on....

    Testing with glGetError() should be always on.
    But it is more probable that this problem is due to bugs in the way you define/load/use textures.
  19. I think in debug, VC cleans a lot of data, ie....

    I think in debug, VC cleans a lot of data, ie. initialize memory to 0 by default, reserve more padding between allocations, and disable some optimization. So my theory is that you have a subtle bug...
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    http://www.arcsynthesis.org/gltut/ This one...

    http://www.arcsynthesis.org/gltut/
    This one should have everything you need. The author is often around these forum if you need help.
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    A better fix it to have double-buffering, is that...

    A better fix it to have double-buffering, is that the case ?
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    Is it possible to access to more precision with...

    Is it possible to access to more precision with this phone ?
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    Indeed second approach is much better. Can you...

    Indeed second approach is much better.
    Can you write and run your own fragment shaders on Open Inventor ?
    Then it is "only" a matter of implementing the math in the shader to backproject xy screen...
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    Does a WebGL page works on iPhone ?...

    Does a WebGL page works on iPhone ?
    http://www.iquilezles.org/apps/shadertoy/
    http://www.kickjs.org/example/shader_editor/shader_editor.html
    http://shaderhouse.neodyme.net/
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    Provided you know the position/shape of the real...

    Provided you know the position/shape of the real occluder, it is only a matter of render video background, render virtual occluder with a depth buffer and color mask so that color buffer is not...
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