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Type: Posts; User: mfort

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    NVIDIA Quadro driver memory leak

    Hi NVIDIA guys,

    I've found a memory leak caused by NVIDIA driver.

    Tested WinXP and win7 x64 with the same result.

    It leaks when all these conditions are met:
    - Quadro GPU
    - "Base...
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    Go to...

    Go to http://www.humus.name/index.php?page=Textures and download the cubemap viewer (at the top of the page)
    There is also a source code.

    I found this app quite useful. It could serve as a...
  3. It was quite recently with Quadro 6000. Driver...

    It was quite recently with Quadro 6000. Driver 295.73 fixed this problem.
  4. Well, glCompileShader probably does some...

    Well, glCompileShader probably does some compilation. But you never know what is the result of the compiler. It could be some intermediate code that gets compiled to the final GPU instructions when...
  5. This would be really useful. I also generate code...

    This would be really useful. I also generate code with const variables just to do that.


    I'd also appreciate to have the opposite uniform qualifier. Sometimes (NVIDIA) compiler is too eager at...
  6. Or draw your geometry with special shader that...

    Or draw your geometry with special shader that emulates wireframe mode.

    see this:
    http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf

    NVIDIA...
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    Just cast it to the right type:...

    Just cast it to the right type:
    PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
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    You must obtain a pointer to this functions. It...

    You must obtain a pointer to this functions. It cannot be directly linked. For example use this
    PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = wglGetProcAddress("wglSwapIntervalEXT");
  9. @menzel, I agree. I have the same hopes about...

    @menzel, I agree. I have the same hopes about having this technology in OpenGL world. I am afraid, it will be one of the Quadro only features. (Just me feeling.)
    It also looks like this technology...
  10. Something can be found here:...

    Something can be found here: http://www.nvidia.com/content/PDF/kepler/NVIDIA-Kepler-GK110-Architecture-Whitepaper.pdf
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    Re: GLSL subroutine unselectable

    I'd rather use numeric uniform and a bit of math.


    uniform vec2 coord_axis;

    vec2 sample_coord(int i) {
    return coord_axis * offsets[i] / texture_size;
    }
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    Re: Enabling and disabling vertex attribute arrays

    You can use VAO. It always starts with all arrays disabled.
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    Re: 3ds max camera matrix to openGL gluLookAt

    Two steps are required. To swap the orientation (Z up to Y up), you must multiply the matrix by rotation matrix that rotates around X axis by -PI.


    Rx=
    [ 1 0 0 0 ]
    [ 0 0 1 0 ]
    [ 0 -1 0 0]
    [ 0...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    @Piers - I've also done some investigation about glTexStorage. The situation is more complicated then I thought. I was able to reproduce this performance problem in my test app. The key thing that...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    I "enabled" it my app. In the end it means I requested to allocate certain number of mipmap levels in OGL and later using mipmap texture sampling. So nothing special actually.
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    Re: NVIDIA releases OpenGL 4.2 drivers

    Thanks Piers. Driver 280.36 is improvement.
    But there is still some weird performance issue. When I use the glTexStorage2D with no mipmaps then I get decent performance improvement over R275....
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    Re: struggle in bug error MSVCRTD.dll

    Installing redist won't help. MSVCRTD.dll is debug version of Microsoft visual C++ Runtime library. This DLL is not part of public redist.

    This DLL normally comes with Visual studio (not sure...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    I can also report that usage of glTexStorage2D has very negative impact on performance.

    It looks like the glTexStorage2D does not allocate the mipmap levels at all. Later when calling...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    I've visually verified that mipmaping and anisotropic filtering works fine with glTexStorage2D. But there is a difference between your and my code. I load only the base level and generate all the...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    Well, it works in my code. I've implemented it today.

    The only road block was the incompatible internal format. It requires sized format. Such as GL_RGBA8 instead of GL_RGBA. The documentation...
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    Re: Official feedback on OpenGL 4.2 thread

    Deprecation has been deprecated.

    We now have Core and Compatibility profiles. The core spec is here: http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf
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    Re: Slow initial texture upload with PBO

    Sure, I was just kidding. But it was nice coincidence. This problem with creating textures in OpenGL is since day one. The problem was mostly for driver developers as it was hard to optimize. We have...
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    Re: Slow initial texture upload with PBO

    So ARB was listening!
    See ARB_texture_storage
    Very nice.
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    Re: PNG Transparancy blending?

    You requested OpenGL to use RGB as the internal texture format (see number 3 in glTexImage2D call). You should ask for RGBA.



    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_pImage ...
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    Re: Slow initial texture upload with PBO

    First be sure the texture loading is reasonable fast without doing mipmaping.
    I've got the best performance across all tested HW with preallocating all the texture levels in advance. Something like...
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