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Type: Posts; User: AHeumann

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  1. The GL_NV_gpu_shader5...

    The GL_NV_gpu_shader5 extension added support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types for all shader types.
  2. The reason that FBOs are not shared is that they...

    The reason that FBOs are not shared is that they are container objects only. But the renderbuffer or texture objects representing the buffers are shared.

    Just create FBOs for each context and...
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    But 'add_color' is not used anywhere. The...

    But 'add_color' is not used anywhere. The compiler removes all calculations and references to resources if the results of the calculations are not used. This also includes the 'colorN' uniforms.
  4. First your code has a bug. glutGet is called...

    First your code has a bug. glutGet is called after glGetQueryObjectui64v from FnishQuery. glGetQueryObjectui64v is blocking until the result is available. Therefore if the CPU and the GPU time...
  5. I think it would be best to file a Bug:...

    I think it would be best to file a Bug: http://nvidia-submit.custhelp.com/app/ask.
  6. You are right, I just read the sentence on array...

    You are right, I just read the sentence on array access and did not read the sentence on vector access.
  7. According to the GLSL spec the only way to access...

    According to the GLSL spec the only way to access members of a matrix is using array subscripting syntax:


    5.6 Matrix Components

    The components of a matrix can be accessed using array...
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    The code looks good. Do you have multiple...

    The code looks good.

    Do you have multiple windows? wglSwapIntervalEXT() is setting the swap interval for the window/DC associated with the current context.
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    NVIDIA drivers by default synchronize swaps to...

    NVIDIA drivers by default synchronize swaps to vblank, ATI driver do not. The 20ms look like vblank synchronization is enabled.
    You can change the synchronization on swap using the...
  10. Without seeing the source code is really hard to...

    Without seeing the source code is really hard to guess what's going wrong. Did you add calls to glMemoryBarrier() at the appropriate places?
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    The code looks fine. I assume you are using...

    The code looks fine.
    I assume you are using NVIDIA hardware. There had been a bug with compute shaders and textures which is now fixed. Have you tried the latest drivers? Release 310.90 has the fix.
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