And for those who are in similiar situations, here's something
I found that shows the utilisation % of both the GPUs:
http://manpages.ubuntu.com/manpages/lucid/man1/alt-nvidia-current-smi.1.html
Type: Posts; User: rexguo
And for those who are in similiar situations, here's something
I found that shows the utilisation % of both the GPUs:
http://manpages.ubuntu.com/manpages/lucid/man1/alt-nvidia-current-smi.1.html
Thanks for the great help, guys!
It's really useful to me and now
I know where to look/start.
.rex
Hi!
I have a machine with 2 GPUs. How do I choose which GPU to
create my GL context on? What kind of X server config do I
need? Thanks!
.rex
Thanks, overlay.
Very disappointing state of OpenGL on the Mac..
Hi folks, is it possible to read MSAA samples on OSX? So far I haven't
had any luck as:
#extension GL_ARB_texture_multisample : enable
gives a warning that it is not supported. That means...
You should be able to blit just the stencil buffer from
the FBO to the backbuffer's stencil buffer, provided they
are both in the same format.
Again:
"The point is that you don't know what this pointer is. And in general, you shouldn't care."
If you're running on an AMD Fusion CPU/GPU combo, I'd imagine that it just gives you a...
I mean it could be anything. The pointer could be address mapped space. It could just be regular old memory allocated on the client: if you map to read, then the driver does a DMA before passing the...
Something related to this..
If you want a robust understanding of floating-point,
check out this recent article, written in the context
of networking in multi-player games:
...
Thanks, dletozeun.
So far everyone I've asked says MRT + depth peeling
is the only way if the goal is to 'defer' applying
shadows (not rendering the depth map) in its own pass
(after the...
Is it possible to implement separate shadow passes
in scenes that are heavy on translucent geometry?
I would think not since it is not possible to 'insert'
a shadow between 2 polygons that have...
BTW, what is the advantage of glTexImage2DMultisample
over MSAA renderbuffers? Can you bind and render MSAA
textures directly? Or is it used for custom resolves?
Hey thanks guys!
Now I know the part I missed was this:
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, NumSamples, TEX_FORMATS[format].iformat, wid, hei, false);
I kept feeding my FBO code...
Is it possible to get an MSAA FBO using
glFramebufferTexture2D to supply the colour
buffers? No luck for me so far on a GL3.0 +
Linux machine as it keeps saying...
That's probably your problem. Use one buffer with a GL_DEPTH_STENCIL format, rather than a separate DEPTH_COMPONENT and STENCIL_COMPONENT. [/QUOTE]
That's what I did. But because...
Hi!
Has anyone managed to get MSAA working with stencil buffers
in FBO mode? This is my really simple FBO setup:
Color attachment - 1x 2D texture (GL_RGBA)
Depth + Stencil - 1x renderbuffer...
+1 to that.
It'd be the job of a competent IT/web engineer to enable
a common login, either thru NV's dev database or opengl.org's database. Just look at how Google provides access to all
its products...
Running a text-based bug tracking system doesn't
cost much infrastructure-wise. I'd be surprised if
it costs more to run than say, this forum, and
definitely just a small fraction of NV's entire...
I really think we could all benefit if we had a
bug reporting + tracking system like this:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6416884...
Maybe that's due to your app dropping frames because
your render loop took longer than 1/60s? Print out
vblank_count and see if the values are continuous,
like 1,2,3,4,5 and not something like...
http://lh4.ggpht.com/_7izYvj-RJLg/SqtPklWut_I/AAAAAAAAAIk/e4JPNJ6Jd1Q/s400/Picture%2024.png
I've managed to move forward by separating the
foreground objects and mid+background objects,...
The Pixar paper describes 2 things. The first is using
heat diffusion equations that are able to deal with depth
boundaries, so you don't have the halo and incorrect
bleeding effects. A...
Does this apply even to NV 200-series too?
What I'd imagine is that the warp in processing will run
as slow as the slowest fragment. And if the average number
of samples the scene needs to take is...
Sorry to refresh an old thread. I was just browsing around after
being away for some time. This is a great idea and it seems like
it has not happened yet? To see it working in real-life at a large...