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Type: Posts; User: cippyboy

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  1. Thanks, that was exactly what I was looking for...

    Thanks, that was exactly what I was looking for :). Unfortunately that's available only on GL 4.3, so I had to update to a beta driver for that, I hope nothing else breaks because of it.
  2. Hm, this is kind of weird cause I just tried...

    Hm, this is kind of weird cause I just tried blitting with the depth bit again and it worked... The thing is though that there's a difference. Previously I was trying to blit from multisampled...
  3. OpenGL 4.2, How to Copy a color texture into a depth texture ?

    To my surprise, most of the things I tried don't work. I know I could make some workarounds but it just baffles me that I can't do it.

    So I'm using multisampled textures for color & depth in a...
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    Thanks for the snappy response and insightful...

    Thanks for the snappy response and insightful answers, however this part bothers me a bit. You're basically saying there's dedicated hardware bits for each shader stage, so basically for a...
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    OpenGL and how the driver works ?

    I have been a graphics programmer for quite some time now (OpenGL and DirectX) but I have not quite understood some of the most intricate details of rendering or their implementation in...
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    I just finished implementing Sampler objects (the...

    I just finished implementing Sampler objects (the ones you use with glBindSampler ) and to my surprise these are also slower than setting (just once) the sampler state with glTexParameter. I assume...
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    I later added that "I now just do a single buffer...

    I later added that "I now just do a single buffer update once per frame", and that's with glMapBuffer which is like twice as fast as glBufferSubData.

    I suppose there is a cross over point, no idea...
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    Right now, 30 vertex or pixel shaders that I mix...

    Right now, 30 vertex or pixel shaders that I mix and match. I haven't count them, but I usually have 1 program per material (1 vertex and 1 pixel from that array) and I know I have ~100 materials...
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    Thanks for the tip. Apparently, changing ...

    Thanks for the tip. Apparently, changing

    glBufferSubData( GL_UNIFORM_BUFFER, Offset, Size, Data );

    to

    void *Pointer = glMapBufferRange( GL_UNIFORM_BUFFER, Offset, Size, GL_MAP_WRITE_BIT |...
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    I'm adding some new GL3 features, I'm thinking to...

    I'm adding some new GL3 features, I'm thinking to post here instead of making a new post.

    Next on my list was Uniform Blocks. I had previously worked with DX11 constant buffers, so I thought this...
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    Hm, so you're saying that behind the scenes, he's...

    Hm, so you're saying that behind the scenes, he's taking my binds to glUseProgramStages and creating another "on the fly" monolithic program ? This would be a huge overhead...
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    The part where I have ~100 vertex/pixel shader...

    The part where I have ~100 vertex/pixel shader pairs in my scene, and previously I had one monolithic shader composed of the sub shaders (which I kept reusing for each monolithic program), and now I...
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    GL_EXT_separate_shader_objects Performance ?

    Hi,

    I have an OpenGL ES 2 engine that I have it running on Windows and iOS, and I also have it running on DirectX 11.

    As soon as I learned about GL_EXT_separate_shader_objects I imagined that I...
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    Re: Specular Mapping in the Lighting Equation

    Good question, I thought it was either the specular color or the shining exponent used in pow, but I'm not really sure what it is.

    As a note, I already compute

    SpecularLight=pow( max( 0.0,...
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    Specular Mapping in the Lighting Equation

    I was wondering what is the correct lighting equation for use with specular mapping ? I'm using something like this but the specularity doesn't seem to be too correct :

    FinalColor=
    AmbientLight...
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