Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: bsupnik

Search: Search took 0.00 seconds.

  1. Replies
    4
    Views
    2,704

    Thanks for the math...I'm having a face-palm...

    Thanks for the math...I'm having a face-palm moment. In my previous exploration it looked like I could do a ray-plane intersection but I didn't have a good way to get the UV coords to determine if I...
  2. Replies
    4
    Views
    2,704

    Right -- for now my work-around is: I am testing...

    Right -- for now my work-around is: I am testing for near-plane intersection in clip space, clipping the triangle first, then intersecting, then converting to NDC, which works.

    What I'm looking...
  3. Replies
    4
    Views
    2,704

    Mouse testing triangles in clip space

    Hi Y'all,

    I wrote some code a while ago to click-test and marquee select 3-d triangles in viewport space; to test the triangles of my 3-d model, I apply the combined mode-view + projection matrix,...
  4. Replies
    2
    Views
    1,750

    Re: SRAA - GBuffer Costs

    Resolve means: the 4x MSAA buffer is blitted with a down-scale to a 1x buffer using something like FBO-blit. My understanding is that normally MSAA buffers are 'resolved' either explicitly (by...
  5. Re: Avoiding state switch when changing blend function

    I think you can solve this another way.

    Set the blending function factors to GL_ONE and GL_SRC_ALPHA.

    Now the amount that the previous framebuffer contents is reduced comes from your particle...
  6. Replies
    2
    Views
    1,750

    SRAA - GBuffer Costs

    Hi Y'all,

    I've been looking at subpixel reconstruction anti-aliasing:
    http://graphics.cs.williams.edu/papers/SRAAI3D11/Chajdas11SRAA.pdf
    and I've read the white paper twice now. I fear I've...
  7. Replies
    17
    Views
    8,281

    Re: Deferred lighting and shadows

    I think people have summed this up pretty well: there's no algorithmic approach (the way deferred rendering changes the factors that make multiple light sources expensive). Instead there are just a...
  8. Replies
    18
    Views
    6,206

    Re: Problem of glVertexAttrib(...)

    I think the case is not deprecated because immediate mode provides a way to change small amounts of data per batch with lower overhead than uniforms.
  9. Replies
    183
    Views
    238,522

    Re: Official feedback on OpenGL 4.0 thread

    Right - that was my initial reaction to the bindless NV extensions: "you really want to admit to me that you've implemented the GL as buffers in virtual memory? Will that always be true?"

    On one...
  10. Replies
    183
    Views
    238,522

    Re: Official feedback on OpenGL 4.0 thread

    @All: regarding stalls and glGet, I have observed directly via Shark that the OS X OpenGL implementation will stall on some glGets when the "threaded" driver is in use via a window-system enable. I...
  11. Replies
    183
    Views
    238,522

    Re: Official feedback on OpenGL 4.0 thread

    Alfonse, I am aware of geometry shaders + FBOs but they don't solve my problem (nor are they thes same as what I am suggesting, namely true parallel rasterization, which I do realize is pie in the...
  12. Replies
    183
    Views
    238,522

    Re: Official feedback on OpenGL 4.0 thread

    Groovounet - to be clear, I have nothing against DSA as a feature; since my app is monolithic it simply won't benefit in the major way that library-based apps might. (By being monolithic, we can...
  13. Replies
    183
    Views
    238,522

    Re: Official feedback on OpenGL 4.0 thread

    Hi Rob,

    Ah...MT driver + library that must reset state = terrible performance, I can see that.

    For item (b), background loaders, is this a problem if the background loader is on a shared...
  14. Replies
    183
    Views
    238,522

    Re: Official feedback on OpenGL 4.0 thread

    Hi Y'all,

    I agree with Rob mostly - it's certainly very nice to have DX11 type functionality in ARB specs slated for core now, so early on. With DX10 we had NV vendor specs for a long time, and...
Results 1 to 14 of 14