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Type: Posts; User: wtherapy

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  1. hello, I think I found the problem, there was...

    hello,

    I think I found the problem, there was an GL_INDEX_ARRAY left enabled. I am still debugging the problem as restarting primitives seem to run much slower when running big chunks of...
  2. glDrawElementsInstanced + glVertexAttribDivisor + glPrimitiveRestartIndex crash

    Hello,

    I am rendering 3 identical grids, 65*65 size, computing the Z ( my vertical axis ) value in a vertex shader. To offset each grid, I am creating an array with 3 vec2 elements, sent in the...
  3. Replies
    3
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    964

    Hello, thank you for the answer. Just did a...

    Hello,


    thank you for the answer. Just did a test in this matter and found no performance gains, on the contrary, about 10% speed drop.


    The "2.88" vertex shader invocations per triangle may...
  4. Replies
    3
    Views
    964

    Transform feedback question

    Hello,


    I try to use feedback buffer to transform vertices that would be sent afterwards for rendering. I want to render points in the feedback buffer than get the transformed vertices back and...
  5. Hello, back to the rand()% 1500 generated...

    Hello,

    back to the rand()% 1500 generated heightmap,

    using




    float gvMap[257][257][4];
  6. Thanks, just did the modification and something...

    Thanks, just did the modification and something changed, but I seem to still get values of 0 in the shader texture ( I don't think they are 0-1, I think they are just 0 ).

    My code:



    ...
  7. Hello, thanks for the info. I suspect that,...

    Hello,

    thanks for the info. I suspect that, when sending integer, the gltext* will just map the highest representable value to 1 and the lowest to 0.
    I have tried your suggestion, but the shader...
  8. I am uploading the data to the shader, but I...

    I am uploading the data to the shader, but I cannot see the actual data that are read from the shader ( as I cannot set a breakpoint in the shader ).
    My actual shader just draws the terrain in blue...
  9. Sending raw data as texture to vertex shader

    Hello,

    I am developing a terrain fractal generator based on an original heightmap of 256*256. Each point in the height map contain the height but also gradient on X and gradient on Y. These are...
  10. Replies
    4
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    1,870

    Re: In case glLockArraysEXT is unavailable

    mhagain,

    did you mean GL_TRIANGLE_STRIP or just GL_TRIANGLES?
  11. Replies
    4
    Views
    1,870

    In case glLockArraysEXT is unavailable

    Hello,

    excuse my noob question, I have tried to figure out an indices array to use for drawing a quad mesh to avoid multiple transformations of the indices and multiple calls to glDrawElements (...
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