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Type: Posts; User: zeckensack

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  1. Replies
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    Re: cache sizes in graphics hardware

    There may well be two levels, but I wouldn't call them L1 and L2. In any case, the lowest level texture cache has no measurable impact on the outside world. You just see the large one.

    And the...
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    Re: cache sizes in graphics hardware

    Archmark, if used carefully, can help you determine texture cache sizes.
    Many people have struggled with getting accurate results, most likely because they failed at large to RTFM, so I'll just sum...
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    Re: Z-Buffer actualised by Alpha value

    You could also use glDepthMask(0) before drawing your transparent stuff. This will turn off writes to the depth buffer. glDepthMask(1) turns them back on.

    The depth test itself, i.e. occlusion of...
  4. Thread: Alpha Test

    by zeckensack
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    619

    Re: Alpha Test

    The code doesn't look so bad. If this is really your third day of being exposed to C++ you should be very proud of yourself :)

    You said you've tried lots of combinations of alpha test without...
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    Re: Filling a PBO with multiple threads

    Just don't.

    Your CPU can write to its caches at tens of GB/s.
    Data can go from the CPU to the chipset at no more than 6.4GB/s. Data can travel across AGP at no more than 2GB/s (and a little more...
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    Re: Early Z rejection

    [/B]Your 5700Ultra? Frankly, no.
    I can squeeze 142Mverts/s through my vanilla 5700 (425MHz core, 275MHz memory), but there's a setup limitation at 70MTris/s. I.e. that's the peak for strips/fans,...
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    Re: errors installing opengl

    You somehow messed up your autoexec.nt file. There should be another good copy in \WINDOWS\repair\ which you can copy over the broken one.

    This is totally unrelated to your issues with OpenGL. To...
  8. Re: Help Setting up Multitexturing environment with glTexEnvf()

    I agree totally with dorbie. And I'd like to add one thing.
    This code of yours:

    float sum = t0.r + t0.g + t0.b ;
    float scal_r = t0.r/sum ;
    float scal_g = t0.g/sum ;
    float scal_b = t0.b/sum...
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    Re: Creating a region

    IMO you should solve these tests with math in your application. You could go ahead and (ab)use occlusion queries or "selection" to implement intersection tests and the like, but I wouldn't recommend...
  10. Re: mirrors and wrong projection (or something)

    .
    (strangest double post ever)
  11. Re: mirrors and wrong projection (or something)

    [quote]Originally posted by Zulfiqar Malik:
    [B]Ahhh, of course.
    gluPerspective puts the target frustum center at (0;0;0) ... I see now.
    Maybe the correction should be done by the texture matrix....
  12. Re: mirrors and wrong projection (or something)

    That's spot on.

    I'd like to add that the division is to performed per fragment, not per vertex. You'll have to implement it in your fragment shader.
    In ARB_fragment_program you'd use TXP instead...
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    Re: Batching and VBO's

    And yet his last post, which is four posts above the one I'm quoting now btw, proves the opposite :rolleyes:

    Edit for clarification:
    This is the proven-wrong part: "won't have any change at...
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    Re: billboarding with a roll

    IMO you're tackling this from the wrong direction (forgot the proverb involving the horses, dammit).

    A billboard is defined as facing the camera. Extract the "forward" vector and make the...
  15. Re: Off-topic: hardware that supports occlusion quieries

    Use Delphi3D.net 's online database.
    Here\'s your answer :)
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    Re: To Map() or not to Map()?

    Okay, I'm going out on a limb here, but ...
    a)you're working on a HyperThreaded P4 and
    b)you'll get the exact same performance with default priorities anyway.
    And you're assuming assigning it a...
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    Re: To Map() or not to Map()?

    Just some friendly advice, learned the hard way: you shouldn't use thread priorities at all on Win32.
    Quick summary: a high priority thread cannot sleep. It will only yield the CPU when it waits on...
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    Re: No FBO on Geforce 4MX?

    "Hidden" support is in the current drivers. The entry points are there, but it's not in the extension string. And it's very beta.
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    Re: No FBO on Geforce 4MX?

    Not an outright request, just some food for thought:
    1)I do believe that NV2x is a viable target for certain post-processing effects, and an elegant form of R2T would make this much easier than it...
  20. Re: How to make a alpha test when glTexSubImage2D

    Why do you have to do that? You put the texture data there in the first place, didn't you? Just keep a copy around in your own memory, make your updates there and submit the results to OpenGL....
  21. Re: gloss mapping using seperate gloss texture

    I thought you already knew how the texture environments work because you posted to the advanced forum. You would have gotten a better initial response in the beginners forum. No offense.

    You want...
  22. Re: gloss mapping using seperate gloss texture

    I hope you're familiar with ARB_texture_env_combine.

    Te0 rgb: modulate (tex0.rgb*tex1.rgb)
    Te0 a: replace (tex0.a)
    Te1 rgb: mad (tex2.rgb*tex3.rgb+previous.rgb)
    Te1 a: replace (previous.a)...
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    Re: Passing texcoords problem... again.

    Swap around your glEnableClientState(GL_TEXTURE_COORD_ARRAY) calls so that they occur after glClientActiveTexture.

    I.e. instead of
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);...
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    Re: No FBO on Geforce 4MX?

    Yes.
    Don't know. It would surprise me if it didn't though.
    That's why I'm asking. Perhaps FBO requires something that can't be done on the MX. Say, render-to-cube map.

    The spec version I...
  25. Re: pixmaps, glRasterPos, and rotation....help please

    [quote]Originally posted by Rectless:
    [B]
    glLoadIdentity();
    glBegin(GL_TRIANGLE);
    glVertex3f(...);
    glVertex3f(...);
    glVertex3f(...);
    glEnd();

    glTranslatef(0.5f,0.5f,0.0f);Same...
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