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: Timothy Farrar

Page 1 of 7 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    25
    Views
    38,559

    Re: OpenGL 3.1 info at GDC 2009

    I'm holding out hope that at some point new drivers brings released GL/CL interfaces, sure would be great to get that news at SigGraph, but if this wasn't the case I wouldn't be all the surprised...
  2. Replies
    25
    Views
    38,559

    Re: OpenGL 3.1 info at GDC 2009

    Any other GL forum goers here planning on attending the OpenGL BOF at Siggraph on Wednesday Aug 5th?
  3. Replies
    7
    Views
    2,508

    Re: Depth of Field + Translucency

    A possibly cheap option for DoF on opaque geometry followed by blend-in of particles: compute a blur factor in the vertex shader from Z, and pass this into the particle pixel shader to either use as...
  4. Replies
    145
    Views
    271,323

    Re: Talk about your applications.

    Suggestion for 3.2,

    GLSL should add support for the HLSL asint()/asuint()/asfloat(), or the Cg floatToRawIntBits()/intBitsToFloat()! Basically aliasing the raw bits of one type to another without...
  5. Replies
    36
    Views
    18,949

    Re: Version 3.x

    Cannot this currently be done with GL3?

    When using glMapBufferRange with GL_MAP_UNSYNCHRONIZED_BIT one needs to know if the GPU is done with the frame which last used that region of the buffer. If...
  6. Replies
    145
    Views
    271,323

    Re: Talk about your applications.

    <u>I'd like to see for GL 3.2 a unified performance counter interface.</u>
    Something in line with the D3D10Counter interface (but better) so that we have cross platform run-time profiling. When...
  7. Replies
    42
    Views
    32,466

    Re: Current GL 3 .0

    To my knowledge GL 3.0 drivers are available from both NVidia and ATI. I haven't used/tested the ATI drivers yet, but it seems as if they have support for PC/Mac/Linux.

    Who knows when Intel will...
  8. Replies
    8
    Views
    3,327

    Re: Change FBO attachment on-the-fly

    For performance reasons you probably don't want to use the geometry shader. Better approach for variably writing to different layers of a 3D texture per primitive would be to emulate the 3D texture...
  9. Re: GL_ARB_instanced_arrays?

    Was this one of the Windows drivers? What about driver version?

    Yesterday I went and re-downloaded the drivers, but this time picked up the latest OpenGL3 180 driver for Linux 32bit, FreeBSD along...
  10. Re: GL_ARB_instanced_arrays?

    I'm currently using the 180.11.02 drivers for Linux-64 and it seems as if a lot of the GL3 stuff is missing from the header files? I tried downloading and installing the windows 180 driver on XP and...
  11. Re: Make the blend stage to become programmable?

    I'm referring to tile as in this, http://www.icare3d.org/blog_techno/gpu/the_froggy_fragsniffer.html. Also covers how 2x2 sample quads are distributed based on screen position to the various cores in...
  12. Re: Make the blend stage to become programmable?

    I think one problem with real programmable blending is that ROP/blending might very well be deferred right now as the ROP unit likely waiting until enough transactions per output "tile" are ready...
  13. Replies
    13
    Views
    9,783

    Re: OpenCL spec out, thoughts about GL+CL.

    According to that link, 12 months to lots of vendor drivers!
  14. Replies
    13
    Views
    9,783

    Re: OpenCL spec out, thoughts about GL+CL.

    Had more time to digest the OpenCL spec. I'm going to assume that GPU production cycle is about 3 years and that OpenCL was also designed in mind for future GPU hardware. If so there are a few...
  15. Replies
    13
    Views
    9,783

    Re: OpenCL spec out, thoughts about GL+CL.

    OpenCL would be great for deferred rendering. Do display traversal in OpenCL, raster G-Buffer in OpenGL, finish up deferred rending and post processing in OpenCL, then copy to front buffer via OpenGL...
  16. Replies
    13
    Views
    9,783

    OpenCL spec out, thoughts about GL+CL.

    http://www.khronos.org/registry/cl/specs/opencl-1.0.29.pdf

    Just noticed the OpenCL spec is out. Wondering what other GLers think about future combined OpenCL+OpenGL usage?
  17. Replies
    25
    Views
    16,174

    Re: How to beat driver issues

    Because GL and GL ES does NOT give low enough access to the hardware on the PS3.
  18. Replies
    4
    Views
    1,610

    Re: Instancing without bindable uniforms?

    On newer hardware (ie DX10 or better) if vertexes are instancing these matrices and an average index ordered grouping of say 16-64 of these vertexes fetches different matrices, then you might be...
  19. Thread: ObenJL

    by Timothy Farrar
    Replies
    49
    Views
    32,525

    Re: ObenJL

    The current Valve Steam Hardware Survey reports still very similar results to a year ago, 80% of users still using XP and 20% of GPUs being DX10 able (includes XP and Vista users). That includes over...
  20. Re: DirectX 11 preview available, impact on OpenGL?

    IMO, as for tessellation, if this is a fast path in DX11 hardware, ie the data route through hull->tessellation->domain stays in internal queues instead of touching main memory then if you don't use...
  21. Replies
    12
    Views
    8,231

    Re: DX10 DrawAuto for GL

    Wonder what else is left in driver but not yet public via documentation?

    Seems as if NVidia has now finished off (via NV extensions) the list of missing DX10 feature support in GL. We've got...
  22. Replies
    12
    Views
    8,231

    Re: DX10 DrawAuto for GL

    Wow. I should probably check that list more often. This 2nd spec is quite a bit better than what I was looking for,

    "First, it provides transform feedback objects encapsulating transform...
  23. Replies
    12
    Views
    8,231

    Re: DX10 DrawAuto for GL

    I think this functionality is important, as tessellation is a data expansion technique and the cases of geometry shader usage I was referring to are for data reduction/filtering (see the ATI paper).
  24. Replies
    12
    Views
    8,231

    DX10 DrawAuto for GL

    I'd like to see DX10's DrawAuto functionality in GL. DX10 reference,

    http://msdn.microsoft.com/en-us/library/bb173564(VS.85).aspx

    Basically provides the ability to draw a buffer of unknown size...
  25. Replies
    39
    Views
    54,649

    Re: GL 3 & D3D: The War Is Over

    Yeah, but the long term future of many-core might require a fundamental change in order to insure good scalability. Core to core communication and latency easily becomes a bottleneck, where a single...
Results 1 to 25 of 163
Page 1 of 7 1 2 3 4