Why is nobody discussing FTGL, have I been missing something?
FTGL is a free cross-platform Open Source C++ library that uses Freetype2 to simplify rendering fonts in OpenGL applications. FTGL ...
Type: Posts; User: def
Why is nobody discussing FTGL, have I been missing something?
FTGL is a free cross-platform Open Source C++ library that uses Freetype2 to simplify rendering fonts in OpenGL applications. FTGL ...
I am not very familiar with CUDA. Can you register an unsigned byte FBO and do the cudaMemcpy? Is this what you have done?
It seems only FLOAT32 or unsigned INT formats are supported with...
Hi,
I am trying to implement motion blur from "GPU Gems 3" as a post effect using a fragment shader.
(http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html)
The sample code is in HLSL/Cg...
Setting up the multiple samplers probably does not work. Are you binding to the correct texture targets, 1d and 3d?
Use glGetError() to check for errors after each gl call during setup or use some...
I guess you want to take advantage of the interpolation of the 3d sampler, which would be faster than doing it in shader code from a 2d sampler?
Have you tried copying the data from the 2d to the...
Not "bad" in all contexts!
When you are used to writing applications with fixed framerates and you need the fastest and newest cards it's either spending too much money on quadro cards or bitch...
My Point?
Maybe only that there would be no effort involved for NVidia to enable this behavior on GeForce cards as well.
( just being able to switch that IR transmitter on via the driver settings...
I just got the Nvidia 3D vision glasses and I did some experimenting. I couldn't get a GeForce card to work in stereo.
So I installed a Quadro FX 580 (no frame sync connector) and it works with...
I put that in on short notice just to avoid the usual "your timing is not correct" reply. Unfortunately for me I confused it with glFinish().
And yes, theoretically it should be called just before...
No I don't. I would be glad if somebody else with an account could do this. Thanks.
@trinitrotoluene:
Thanks for the HD5870 bench data.
Very interesting to do this direct comparison.
What kind of quality/AA settings did you use in the driver?
Your results look like the optimal...
Here is a cleaned up version including source. Now using GLEW.
Since I am using QueryPerformanceCounter() for timing calculations it's not completely portable yet.
Hello,
I was able to build a small GLUT benchmark tool to show the differences in transfer speed on GTX480 cards.
The app uses 720p HD resolution and RGBA Data.
I added synchronous PBO transfers...
Windows XP, drivers 197.x and 257.21.
Tested on different mainboards, etc.
I am getting very slow transfer speeds on the newest NVidia cards (GTX470/GTX480). glReadPixels() and texture upload speed is about 55% slower compared to previous generation cards (GTX280/GTX285).
...
What do you expect? You are seeing 4 different images in the time span of 33.3 milliseconds.
Depending on the difference in contrast between images your brain is not slow enough to "blend" those...
What is your exact setup?
Two PCs synced via Quadro G-Sync, both outputting different content, and your problem is using one pair of shutterglasses for both display and projection?
It could have something to do with the Aero-Desktop configuration? You might need to disable it to get a multisampled OpenGL window.
just guessing...
PFD_SWAP_COPY is a "hint" and was not supported on older ATI drivers and consumer cards as far as I know.
Just to prove your sanity, I could reproduce the studdering with your windows demo.
The effect occured every few seconds (6 - 10 secs).
Running on both an Intel quad core desktop system and a 2x...
If you are sure how to use blending maybe the gifs tranparency is not recognized correctly:
From the FreeImage docs:
Hello all,
since we don't have a hardware related forum I decided to post this here.
If you want to build reliable realtime graphic systems that run 24/7 there is no other way but to use server...
1:1 scale
---------
graph_x = 1+x
graph_y = 8-y
scaled
------
graph_x = 1+(x/max_x*8)
graph_y = 8-(y/max_y*7)
For your example without using shaders and a black background you can simply set the vertex color of your top vertices to black (in your stencil pass).
The interpolated vertex colors will be...
That's obviously a plus for having a quadro card. Which makes me wonder how Nvidia handles that problem in their 3d vision driver...
You basically need to know your framerate BEFORE you render.
I...