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  1. Now, that statement is like no statement. You...

    Now, that statement is like no statement. You could even have written nothing. Would be as good as that.

    Except Alfonse, the other posters dont really contribute to the discussion, since those...
  2. In my opinion, that would make a lot of sense...

    In my opinion, that would make a lot of sense unless you dont know the mapping. You are just thinking too ... linear, Alfonse. But you are right, Im just talking about points. So it would be:
    - use...
  3. Vertex Shader Scatter via gl_VertexIDOut and Transform Feedback

    Hello there.

    I am just wondering if it isn't trivially possible to implement functionality to scatter an output vertex to some arbitrary position into a transform feedback bound buffer via a...
  4. Hi there. Card: Sapphire Ultimate Radeon...

    Hi there.

    Card: Sapphire Ultimate Radeon HD7750
    Catalyst: 13.4

    Although is realized that there is also a Catalyst 13.5CAP1 and a 13.6Beta... Anyway, responding to a syntax error with a pure...
  5. Windows R6025 - pure virtual function call - AMD Driver - Malicious GLSL Code

    Hi there.

    Ok, not really malicious, but you know...

    I have an issue when compiling a buggy glsl geometry shader. First of all, the buggy shader code goes like this:

    !! BAD CODE !!


    //...
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    Ok, I think the problem is what the process...

    Ok, I think the problem is what the process explorer shows is not correct.

    When I allocate 600 MB memory with glBufferData, gDEB shows that, but process explorer shows this allocated GPU memory...
  7. gl_VertexId, gl_InstanceID, gl_PrimitiveID, but where is gl_IndexID

    Hi.

    Since I do much with TBOs, I wondered why there is no gl_IndexID.
    For example, you could fill up a vertex buffer with a quad and index it 10000 times with a index buffer. But the index...
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    Ups, sorry, I think my last post disappeared. ...

    Ups, sorry, I think my last post disappeared.

    I made some tests and filled the GPU memory completely.

    I made two observations:

    1: the memory consomption steps correlate with the number of...
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    I bet you mean the other way around... ;) Glad it...

    I bet you mean the other way around... ;) Glad it helped.
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    what do you mean by the same? the ids? or the...

    what do you mean by the same?
    the ids? or the data?

    If you mean the data, you need to show the rendering of the buffers, since gl*Pointer is client state and you need to activate those pointer...
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    Ok, I check that doc in particular. So it uses a...

    Ok, I check that doc in particular. So it uses a ring buffer. According to that document, the ps also uses such a ring buffer and temp buffers. It doesn't absolutely convince my that this might...
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    Ill check out the link. But I still have to...

    Ill check out the link. But I still have to mention that those 150 MB is not a one time allocation.
    In my production code, I have a 30 tfb/gs shader programs where I choose one in a round robin...
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    Releasing the context would mean to break the...

    Releasing the context would mean to break the rendering loop. I dont want to do that. Plus, think about it, in what relation stands the execution of a random gs/tfb combination with the freeing of a...
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    First of all, 150 MB is nothing I would consider...

    First of all, 150 MB is nothing I would consider some internal storage since GPU memory is very rare. Plus, reference that "publicly available documents" and specify the amount of memory required by...
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    Hi random_dude. Since I can exactly specify...

    Hi random_dude.

    Since I can exactly specify how much memory my app should use for gs and transform feedback, there is no need to allocate as much memory. The transform feedback is limited to the...
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    Ok, one step ahead. When I disable the...

    Ok, one step ahead.

    When I disable the geometry shader, and just stream out two triangles via vertex shader only, those 150 MB are not allocated. Here is the geometry shader I use, that produces...
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    AMD Transform Feedback GPU Memory Leaky

    Hi everyone.

    The scenario is the following:
    I wrote a very simple example program where I generate five tris from five points with a geometry shader. I stream those five tris to a vertex buffer...
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