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    Problem solved. I needed a 64 bit glu32.lib and...

    Problem solved. I needed a 64 bit glu32.lib and found it in the Windows SDK. I renamed it to glu32x64.lib and moved it to the source code folder.
    After this the code compiled to 64 bits for the...
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    GLU for 64 bits Windows?

    I'm trying to port OpenGL software to 64 bits and I encountered a linker error, regarding the GLU that is used by the
    software for tesselation of polygons. The errors are like 'unresolved external...
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    Re: Readback speeds of newest cards?

    Update: GL_8 in glRenderbufferStorage DOES WORK for rendering and blitting. In my previous post I wrongly concluded that it doesn't.
    But when the renderbuffer is in GL_8 format, glReadPixels messes...
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    Re: Readback speeds of newest cards?

    I downloaded and (crossed fingers!) installed the beta v4.0 drivers, as advised by Mr. Boudier.
    Now the GL_R32F, GL_16F and GL_16 are accepted in glRenderbufferStorage, with GL_RED in glReadPixels....
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    Re: Readback speeds of newest cards?

    Test code:

    // Create four FBOs and renderbuffers, 8x 4x 2x and 1x
    i = 0 ;
    tsize = 1024 ;
    glGenFramebuffers( 4, fbo ) ;
    glGenRenderbuffers( 4, rendbuf ) ;
    QueryPerformanceFrequency( &perffreq...
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    Re: Readback speeds of newest cards?

    Thank you for posting these measurements too. So with PCIe Speed Test my 4850 gets about 60% faster readback than your 5850.
    My system is stock i7-920 with 6GB DDR3-1066 CAS7, Vista64 HP. Yours is...
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    Re: Readback speeds of newest cards?

    No I didn't inform yet ATI, should I? Maybe just a PM to an ATI staff member?

    The problem is not uniform, for some formats that should be accepted by 3.3 version drivers I'm getting errors 1280...
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    Re: Readback speeds of newest cards?

    AlexN, thank you for posting your measurements.

    I took a few measurements of glReadPixels from RGBA renderbuffers, with sizes of 4MB, 16MB, 64MB and 256MB (where 1MB is 1,048,576 bytes), in...
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    Readback speeds of newest cards?

    I am interested in high performance readback for off-screen rendering and for some FFT on GPU that I will need soon.
    My 4850 gets a maximum ~1.2GB/s readback (only ~950 MB/s with large blocks) when...
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    Re: BlitFrameBuffer woes

    Thank you for the answers, especially Pierre Boudier!
    When I'll have more time, I'll try to implement this technique, although currently it's beyond my OpenGL knowledge.

    For now I'll stick with...
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    Re: How to implement 24x AA on Radeon 4850?

    Well, sorry for suggesting that it's not so good, it's definitely good, but not for me, since I can't access it.
    To implement a similar AA enhancement using shaders like they say in the paper is way...
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    Re: How to implement 24x AA on Radeon 4850?

    Thank you for the answers! I read the article and it seems this is the theory behind the 24 levels of gradation, not samples.
    Samples stay at 8 and they are using shaders to perform "stochastic...
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    Re: BlitFramebuffer drops GL_LINEAR filtering?

    Thank you, my mistake! I know the meaning of GL_LINEAR, but didn't realise that: when I try to downsample 4x by 4x I am actually undersampling, because only the inner 2 by 2 pixels (in a 4 by 4 cell)...
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    BlitFramebuffer drops GL_LINEAR filtering?

    After extensive testing of my off-screen high quality antialiased rendering, I discovered that if the destination renderbuffer is 4x by 4x smaller than the source renderbuffer (for a 16x downsample),...
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    How to implement 24x AA on Radeon 4850?

    In the CCC 3D settings I can choose the MSAA filter between Box, Narrow tent, Wide tent and Edge detect.
    When selecting edge detect the samples number is listed as 24. These 24 are actual samples,...
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    BlitFrameBuffer woes

    I am trying to achieve maximum AA quality using off-screen rendering, with framebuffer objects.
    I also use Brian Paul's Tile Rendering Library, since I want unlimited rendering sizes.
    The code...
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    Re: How can i activate antialiasing?

    As long as you use glEnable(GL_POLYGON_SMOOTH) you are trying to enable smooth AA (coverage-blending) for polygons. AFAIK it is supported by nVidia gaming hardware since GeForce4 (I had 4200, 5900,...
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    Re: How can i activate antialiasing?

    Here are the steps as I do it:
    1) draw transparent black quad
    2) enable blending, with saturation for shared triangle edges
    glEnable( GL_BLEND ) ;
    glBlendFunc( GL_SRC_ALPHA_SATURATE, GL_ONE ) ;...
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    Re: Monochrome textures

    I gave up using monochrome bitmaps about 4 years ago. Instead I use grayscale textures, with 0 for 0 and 255 for 1. The conversion is fast, using a look-up table, with 256 64-bit values. I doubt you...
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    Re: Edge removal (pixels) on GPU?

    Sorry about the TIFF issue, it's widely used in the printing industry and the software I write.

    I know about the minimum / maximum in Photoshop, but the filter used in the samples is a bit...
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    Re: Edge removal (pixels) on GPU?

    Here are the links to an original image, edge pixels removed, and edge pixels added:
    http://web.clicknet.ro/opticode/sample_original.png
    http://web.clicknet.ro/opticode/sample_remove.png
    ...
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    Re: Edge removal (pixels) on GPU?

    Could you provide a link to edge removal (pixels) on GPU source code or article?
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    Edge removal (pixels) on GPU?

    I am interested in speeding up edge removal. Work is done on a single colour image, that initially is 1 bpp (it's for the printing industry). For easier addressing I am converting it to 8 bpp, do the...
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    Re: HDR, reproducing this in GL

    @Humus: I appreciate your answer. So the intermediary results are tonemapped only for on-screen display, the final blended image is still HDR prior to tonemapping to standard range.
    About a year ago...
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    Re: HDR, reproducing this in GL

    OK, I believe this is what they do (my German is kind of rusty):
    1) The digital cameras deliver only about 1000:1 contrast in one picture, so they take 3 or more pictures with low, medium and long...
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