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Type: Posts; User: Prune

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  1. vsync and wglSwapInterval when monitor is in low power mode then woken up

    As my OpenGL application runs on kiosks, it's monitored by a watchdog service, which among other things keeps the monitor suspended with PostMessage(HWND_BROADCAST, WM_SYSCOMMAND, SC_MONITORPOWER,...
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    Where's GL_ARB_bindless_texture ?

    I tried the latest as of today NVIDIA driver and on a GT 610 this still doesn't show up in the list of capabilities on this card, even though it shows up on other 6xx cards I tried, and other 4.4...
  3. Does the silence mean no one knows? :(

    Does the silence mean no one knows? :(
  4. Does this upload overlapping copy engine trigger...

    Does this upload overlapping copy engine trigger only apply to glTexSubimage()? What about (persistently) mapped buffer objects? As I use indirect rendering, I use possibly large buffer objects to...
  5. Do you mean with GL_MAP_UNSYNCHRONIZED_BIT?...

    Do you mean with GL_MAP_UNSYNCHRONIZED_BIT? That's driver to GPU asynchronous, but causes client thread and the driver server thread to synchronize:...
  6. I thought consumer cards have only a single copy...

    I thought consumer cards have only a single copy engine, not dual--at least, only one active at a time--from http://www.nvidia.com/docs/IO/40049/Dual_copy_engines.pdf: "Having two separate threads...
  7. Perhaps my question was not clear, or you did not...

    Perhaps my question was not clear, or you did not look at the link. I didn't ask about multithreading but about asynchronous operation--these are different concepts, and the one-thread-per-GL-context...
  8. Are two OpenGL contexts still necessary for concurrent copy and render?

    Looking at http://on-demand.gputechconf.com/gtc/2012/presentations/S0356-Optimized-Texture-Transfers.pdf
    Are the two contexts required? Will rendering not occur while the DMA transfer is...
  9. Depth pre-pass: does OpenGL still execute fragment shader if color mask is GL_FALSE?

    Supposing I set up as:

    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glDepthFunc(GL_LESS);
    glClear(GL_DEPTH_BUFFER_BIT);
    glFramebufferDrawBufferEXT(id, GL_NONE); // id is currently bound...
  10. I am using immutable storage: I'm creating the...

    I am using immutable storage: I'm creating the buffers with glNamedBufferStorageEXT()
  11. Performance problems with GL_MAP_PERSISTENT_BIT

    At http://www.slideshare.net/CassEveritt/beyond-porting it is stressed that GL_MAP_UNSYCHRONIZED_BIT should not be used because it causes a sync between the client and driver threads. So I dropped...
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    Re: Get VSYNC from DVI on NVIDIA card

    I'm going to try the dummy adapter method. I just hope that the two ports on the back can be synchronized without drift between them.

    ZbuffeR, I'm aware of this, but I can always add an...
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    Get VSYNC from DVI on NVIDIA card

    I need to get VSYNC from the graphics card (GTX285) to the controller of some old 3D glasses I have. When I was still using CRT, I would simply tap pin 14 of the VGA connector.
    But I'm having a...
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    Re: Stereo 3D causes strabismus in adults!

    You mean something like this? http://en.wikipedia.org/wiki/Virtual_retinal_display
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    Re: Stereo 3D causes strabismus in adults!

    "random" is key here. It's analogous to the way a tourbillon mechanism keeps a high end mechanical watch more accurate--the variation in direction of biasing results in an averaging out of much of...
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    Re: Stereo 3D causes strabismus in adults!

    You are completely wrong, as a basic review of optometry will tell you: Primary Care Optometry, p.310
    And in there note the following:

    The eye is close enough to the lens of the glasses that the...
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    Re: Stereo 3D causes strabismus in adults!

    This was posted elsewhere; highlights are mine:
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    Re: Stereo 3D causes strabismus in adults!

    This is a pretty serious and insulting accusation. Maybe you should note that one can insert any other of the major TV makers besides Sony, as they all either have 3D models or upcoming ones.
    ...
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    Stereo 3D causes strabismus in adults!

    Noticed this bit of news on /. today and it should temper the recent enthusiasm for stereo 3D promulgated by 3D cinema.

    1. SEGA discovered how serious the danger for children was 15 years ago...
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    Re: NVIDIA releases OpenGL 4.0 drivers

    Seems to me it's pretty trivial to implement such functionality in the text reading portion of your code. Why do you need an OpenGL extension for it?
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    Re: Primitive restart vs multi-draw calls?

    Still hoping for comment...
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    Re: Ping pong blurring with RT, not FBO switching?

    I guess if there are several reductions by halving the size, they can all be fit in a texture 1.5x1 the size of the starting size (2x1 if POT, but I find everything works fine with NPOT on my...
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    Re: Ping pong blurring with RT, not FBO switching?

    Interesting. What hardware were you using?

    BTW, it seems to me that estimating the luminance only needs to be done every few frames, especially since exposure control is normally low-pass...
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    Primitive restart vs multi-draw calls?

    Is primitive restart faster than glMultiDraw{Elements|Arrays|ArraysBaseVertex}? I assume the multi-draw calls loop in the driver. However, I read this in the 3.3 spec:
    "Because client enable/disable...
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    Re: Ping pong blurring with RT, not FBO switching?

    Hello...
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