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Type: Posts; User: Ed Daenar

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    This is incorrect. You certainly can use multiple...

    This is incorrect. You certainly can use multiple buffers to supply streams for each vertex attribute. I understand where your confusion is coming from: you are binding a buffer to GL_ARRAY_ BUFFER,...
  2. Should probably call those vertex attributes to...

    Should probably call those vertex attributes to avoid confusion with the more general term "variable".



    By design, I suppose. Consider what an index is or, rather, what it isn't: it's not a...
  3. VertexAttribPointer provides a way of telling GL...

    VertexAttribPointer provides a way of telling GL how to extract data from a data stream you provide to pass it as a shader attribute input. With it you tell GL where the data is located (the target...
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    So all you want to do is copy a section of the...

    So all you want to do is copy a section of the FBO into another section of the same (or another) FBO? If so, there's no need for convoluted solutions. Take a look at the documentation for...
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    Ah, indeed, even the wiki page...

    Ah, indeed, even the wiki page http://www.opengl.org/wiki/GLAPI/glGetString says this about the token:



    However, since we are talking about nVidia drivers as well here, I have to point out...
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    I'm sorry, glGetString is deprecated? Since when?...

    I'm sorry, glGetString is deprecated? Since when?

    http://www.opengl.org/wiki/GLAPI/glGetString



    I don't use GLEW anymore due to various reasons, main one being I switched to glLoadGen...
  7. GLKMatrix4MakeLookAt, according to a fast check...

    GLKMatrix4MakeLookAt, according to a fast check on google, returns a GLKMatrix4. It doesn't call any gl code....
  8. Follow up: I have cleaned up the test code and...

    Follow up:

    I have cleaned up the test code and I have narrowed the problem even further. The problem can be solved by running the following code once before running the shader that writes to the...
  9. ARB_shader_storage_buffer_object and AMD drivers

    I'm implementing a rendering system that uses the mentioned extension which, if I understand correctly, is core since 4.3. AMD drivers as of Catalyst 14.4 claim to be GL4.4 complaint, so I'm...
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    I haven't read the 6th edition, but I did like...

    I haven't read the 6th edition, but I did like the 5th edition a lot. I felt it was straight to the point. However, I took a different approach to what's apparently proposed by this books that supply...
  11. Awesome, thanks for the explanation as usual!

    Awesome, thanks for the explanation as usual!
  12. Is this legal? dFdx/dFdy/fwidth question.

    Imagine this fragment shader:



    #version 330

    in vec2 uvCoord;

    uniform sampler2D textureMap;
  13. Using GL is like riding a roller coaster. I love...

    Using GL is like riding a roller coaster. I love some of its things and can't help but hate others.


    Thanks for answering!
  14. How to use glMultiDrawElements and glDrawElements

    One thing that bothers me with glDrawElements is the way it's used for VAOs with IBOs. This is the way I would normally use it to draw a bunch of triangles, for example:


    ...
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    So if there's truly no good insight about VAO...

    So if there's truly no good insight about VAO performance in general I suppose it's safe to assume that there's even less information on the effects of changing a VAO's state, performance wise.

    My...
  16. Thread: Skybox

    by Ed Daenar
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    You are missing correct textures for a sky box....

    You are missing correct textures for a sky box. You need textures that are seamless with the corresponding adjacent cube faces or else you'll obviously see a difference between the faces.
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    VAO: Performance questions

    I'm having a lot of trouble finding decent documentation about VAOs beyond how to use them, which is clear enough. I'm mostly concerned about the impact of changing a VAO state as I'm not sure how...
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    Re: Getting depth texture values in shader

    That would completely depend on what you are rendering because...



    ... the default glClear value for a depth surface is not 0, but 1. Unless you changed it, but then it's no longer the default....
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    Re: Getting depth texture values in shader

    Depth values are not linear, directly outputing them will result in mostly monochrome images.

    Read:
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=305819#Post305819
    ...
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    Re: desktop/laptop issue for vertex shaders

    Assuming you haven't tried, give these a shot:

    32bit:
    http://www2.ati.com/DRIVERS/mobile/11-11_mobility_vista_win7_32_dd_ccc_ocl.exe
    64bit:...
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    Re: Regarding use of Multiple Shaders

    Forgive me for hijacking this topic to add another related concern that perhaps the OP will find interesting too:

    Is it sensible to assume that the driver will cache program loads?
    In your...
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    Re: desktop/laptop issue for vertex shaders

    Have you tried this automated tool?

    http://support.amd.com/us/gpudownload/windows/Pages/auto_detect.aspx

    I recognize your problem finding drivers for your laptop card as I've had the same in an...
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    Re: texture sampling artifacts and floor()

    You should get the same result but not the result you were expecting. I mean, the output shouldn't vary with the same input, obviously.

    However, the problem is basicly that you are invoking the...
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    Re: texture sampling artifacts and floor()

    I just did a mock up run of your shader (as in, I changed the resolution to be a constant value). I checked the JPG image and it's not actualy applying any compression, which makes sense since the...
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    Re: texture sampling artifacts and floor()

    Two things:



    They should. If you are trying to sample a specific color, then you need to use nearest sampling and no mipmaps, else it's obviously going to smudge things over.



    Is this...
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