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Type: Posts; User: Aleksandar

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    Can you provide some proof of this? A screen shot...

    Can you provide some proof of this? A screen shot or something else.
    Because, with that settings the polygons are scattered all over the scene much before 30km. Take a look at the link....
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    That is not an extremely huge terrain. Even if...

    That is not an extremely huge terrain. Even if the viewer stands on the edge of that block, the whole terrain should be visible without artifacts with 24-bit depth buffer by setting the front...
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    Of course! texture2D() samples texture at (r,a),...

    Of course! texture2D() samples texture at (r,a), where r is actually x-coordinate and a is y-coordinate in Cartesian coordinate system, starting from the lower left corner of the texture.
    But (r,a)...
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    The reason is in the fact that 4.0.0.14142...

    The reason is in the fact that 4.0.0.14142 version (and probably earlier versions also) of PerfKit cannot create a context on Optimus platforms. :(
    It is a known issue. I'm crossing fingers and...
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    And I don't understand what you don't understand....

    And I don't understand what you don't understand.
    There is a full shader code with description of all uniform variables used in the code.
    There is no hidden internal work. GL_TEXTURE_WRAP_ is...
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    NV PerfKit Context Creation Issue

    I have recently downloaded the latest NV PerfKit (4.0.0.14142) and tried it on my new laptop with GTX850M (Win 8.1 64-bit).
    Unfortunately, I have to report a problem in the initialization process....
  7. I'm sorry if I'm rude, but I think you are...

    I'm sorry if I'm rude, but I think you are wasting your time.

    The post-transform cache size vary from GPU to GPU, from generation to generation. There is no purpose to make something that works...
  8. Very nice! Thank you NV for the instant support! ...

    Very nice! Thank you NV for the instant support!
    Maybe it would be nice to publish notebook drivers too.
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    When I talked about the mem cache, I didn't mean...

    When I talked about the mem cache, I didn't mean graphics card memory. The cache is in the main memory. So, use regular way to cut proper rectangle from it and send to the texture.
    You won't have...
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    Why do you need glGetTexImage()?

    Why do you need glGetTexImage()?
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    Well, after reconsidering the problem, it seems...

    Well, after reconsidering the problem, it seems it is easier to add a ring around chunk separately, although I'm implementing skirts as a part of blocks (but have totally different approach compared...
  12. I' sorry for not understanding the question on...

    I' sorry for not understanding the question on the first glance and giving a wrong advice. OP called it a rotation matrix, which confused me. It was a model-view matrix defined by the orientation of...
  13. And how is your question related to OpenGL?...

    And how is your question related to OpenGL? :confused:
  14. There is no Khronos framework or SDK! As you...

    There is no Khronos framework or SDK!

    As you can see from the definition, GLFW just bridges the gap between OS and GL, since OpenGL has nothing with windowing systems.
    There is no a particular...
  15. Not even close! And where is the rotation angle?...

    Not even close!
    And where is the rotation angle?

    Take a look at Appendix F of the Red Book, or any other 3D graphics book covering the transformations.
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    It seems that I'm beginning to understand the...

    It seems that I'm beginning to understand the problem. ;)

    You are using tessellation shaders to add details (you should mention that). The patch is actually a single height and a single vertex...
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    If you tell me whether your uniform values...

    If you tell me whether your uniform values actually change between calls or not, I'll be probably able to answer to your question.

    First, there is a limited number of uniforms you can use. It is...
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    I don't quite understand your math. You need...

    I don't quite understand your math.
    You need 257x257 vertices per heighmap chunk in order to divide it into equal tiles (2x2 tiles of 129x129 vertices, 4x4 tiles of 65x65 vertices, etc.). The...
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    LOD stands for Level-Of-Detail. It serves to...

    LOD stands for Level-Of-Detail. It serves to manage the complexity of the objects on the scene. I guess you have just a set of tiles which geometry doesn't change as the viewer moves.

    It is quite...
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    First, let's clear up that your approach is not a...

    First, let's clear up that your approach is not a chunked LOD, because it is not a LOD scheme at all.
    You have just divided your map into tiles. Are you using quadtree or calculate screen-error...
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    Well, let's say we have a clipmap with the level...

    Well, let's say we have a clipmap with the level size of 2048x2048 texels. If we want to go east, we need to update some levels. Also, let's we have texture tiles on the disk of size 1024x1024 tex....
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    Basically, yes. You've got it. :) But never use...

    Basically, yes. You've got it. :)
    But never use 3D texture, just 2D texture array. Also, never update from the hard disk. Use a memory cache instead (make a clipmap also in RAM, update it from the...
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    I'm sorry I'm engaged at work for more than 12...

    I'm sorry I'm engaged at work for more than 12 hours these days and have no time to give a complete answer but I'll try to help in a few sentences.


    This proves you actually don't understand...
  24. Have you ever had a basic education in computer...

    Have you ever had a basic education in computer science? :doh:
    I'm sorry I'm so rude, but your requirements are insane.


    On which screen do you plan to display 10000x10000pix image? On your...
  25. What do you mean with "automatically copy"? ...

    What do you mean with "automatically copy"?

    The transfer can be hidden if you use PBO and have something else to do on the CPU while the texture is transferring, but cannot draw and transfer...
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