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    I think even just having the loop be in the...

    I think even just having the loop be in the driver instead of the user code should save some kernel-user round trips.
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    glMultiDispatchComputeIndirect

    I want to see glMultiDispatchComputeIndirect. This would be important to me because my compute shader needs to be globally synced often. There is no way to do this currently, except by calling...
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    I read that link, the replies at the bottom...

    I read that link, the replies at the bottom indicate that writer wasn't orphaning the buffers before mapping them. This causes the mapping process to read back from the gpu the buffer and bring it to...
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    Through lots of magical macro work, see below,...

    Through lots of magical macro work, see below, the calls define, and instantiate both calls and the apc and everything. The code above is part of what one line gets expanded to.

    glGen(genBuffer,...
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    If you are a nodejs junky, I might pass it your...

    If you are a nodejs junky, I might pass it your way if you are interested.
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    No WebGL, I don't like "ES". I made a c++...

    No WebGL, I don't like "ES". I made a c++ extension for nodejs. It allows me to use opengl 4.3 and compatibility context or core so getting off the ground is quick.

    A whole mess of calls, see...
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    Well, I'm calling opengl from nodejs. So if I...

    Well, I'm calling opengl from nodejs. So if I called glDrawElementsIndirect a bunch of times it would make a lot of trips from javascript land to c++ land, and that is really expensive for nodejs....
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    Say you are drawing 100 buttons, which are really...

    Say you are drawing 100 buttons, which are really just rectangles I guess. You don't want 100 vertex buffers. It is so much easier to have 1 vertex buffer with size for 400 vertices. Simply transfer...
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    I have had a little time to play with...

    I have had a little time to play with glMultiDrawElementsIndirect, and it works very well for simplifying draw commands. I can draw all my stuff in the whole game in one call. Everything comes from...
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    See...

    See http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf, it says everything.
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    Using AMD's pinned memory is really the best...

    Using AMD's pinned memory is really the best because it lets the GPU see the CPU memory. That way you can edit the cpu memory, and the gpu sees it already, just use one buffer and cycle through it,...
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    I have heard of about 4 different ways to get...

    I have heard of about 4 different ways to get data into VBOs and each is fastest on a different set of hardware. I like using GL_AMD_pinned_memory or glFlushMappedBufferRange.
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    Re: OpenGL extension bindings

    I remember in the OpenGL 1.5 - 2.0 days the .spec file had lots of errors I felt the need to update by hand. I just figured with the specification getting so much more attention now days that they...
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    Re: OpenGL extension bindings

    The official files look like they have the core correct, just a few errors with extensions. I had no idea the OpenGL registry files were so bad. Do they get corrected quickly?

    Also I suppose I...
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    Re: OpenGL extension bindings

    I will never have to edit it, and it automatically covers all the extensions. It uses glext.h and wglext.h instead of gl3.h(used by GL3W) as a source. It looks like GLEW from their log needs to be...
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    Re: OpenGL extension bindings

    I know, but I like mine better. You might too.
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    OpenGL extension bindings

    I made a windows JScript to download the current glext.h and wglext.h and make GLextDefines.cpp and GLextDefines.h. These files simply expose the extension functions and update their pointers using...
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    Re: Is there an alternative for opengl32.dll

    It sounds like you have vsync enabled and you are swapping for all the windows in a row. Each time you swap it waits for a frame. So 1 window will go 60hz, 2 30hz, 3 20hz, and 4 15hz. Try turning off...
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