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Type: Posts; User: cadaver

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  1. Re: Unused uniforms, vertex attributes and samplers

    Checked the active uniforms & attributes on Intel hardware, anything unused did not show up.
  2. Re: Unused uniforms, vertex attributes and samplers

    Thanks for the answer! Yeah, I've as well had things running fine on NVidia & AMD hardware, but I'm still looking whether I can do something about Intel performance, and whether it's something...
  3. Unused uniforms, vertex attributes and samplers

    Hi,
    is it potentially hurtful to declare unused uniforms, vertex attributes and samplers in GLSL source code? I currently just include (via include files to reduce code duplication) all those that...
  4. Re: Bad performance (possibly FBO related) on NVIDIA

    Perhaps the Windows driver has to have a similar mechanism anyway to support Direct3D's SetRenderTarget / SetDepthStencil API efficiently, and it just reuses it for OpenGL.

    That would mean the FBO...
  5. Re: Bad performance (possibly FBO related) on NVIDIA

    I can confirm further improvement (on Linux) by implementing a map of FBO's, where the resolution and format form the search key.

    However, what is curious that on Windows performance was always...
  6. Re: Bad performance (possibly FBO related) on NVIDIA

    Yes, the shadow maps (or possible post-processing buffers) are different size and format.

    Would it possibly be that the Linux driver is still using older code?
  7. Re: Bad performance (possibly FBO related) on NVIDIA

    The problem indeed seems to be using a single FBO. As a test, I switched to using another FBO for shadow map rendering (switching between shadowmaps and the main view is the most frequent...
  8. Re: Bad performance (possibly FBO related) on NVIDIA

    Not yet, I plan to.

    Actually I've narrowed things down a bit .. it is not the amount of surface changes after all, but rather the amount of drawcalls that go to the FBO instead of the backbuffer....
  9. Bad performance (possibly FBO related) on NVIDIA

    Hi,
    I'm developing a 3D engine which is both OpenGL & Direct3D capable.

    I'm seeing quite bad OpenGL performance (possible pipeline stalls) when running Linux & the NVIDIA driver (up to...
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    Re: Intel HD Graphics, triangle count and GLSL

    Thanks for the suggestion! Executing the vertex shader on CPU would indeed look like a plausible cause, though I did try updating the driver to the newest available (15.22.50.64.2509), and the...
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    1,793

    Intel HD Graphics, triangle count and GLSL

    Hi,
    I understand that generally OpenGL and Intel hardware is a lost cause but I'll still ask if anyone has had similar experiences.

    In my engine, which supports both Direct3D9 and OpenGL 2.0+,...
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