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Type: Posts; User: MalcolmB

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    Thanks for the suggestion, you're correct. If I...

    Thanks for the suggestion, you're correct. If I put it in a struct within the interface block is does how. However this extra layer of having to do interface.struct.value makes it pretty ugly also....
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    Copying all data from interface blocks

    Hey, is there an easy way to copy all the data in an interface block from the input to the output? For example lets say in the geometry shader I have


    in Vertex {
    vec4 color;
    vec3...
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    Re: bindless graphics + glMapBufferRange

    The buffer doesn't become non-resident after an invalidate map. However the GPU_ADDRESS I get isn't changing either, which maybe is correct?

    I will say that the performance increase I'm getting is...
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    bindless graphics + glMapBufferRange

    I'm sure the answer is in the details of the spec, but I'm still not 100% sure of this after reading through them.

    What is the behavior for Nvidia's bindless graphics when used with...
  5. Re: Informal Forum Posting Guidelines: Commentary

    I'm not saying don't ask why in all cases. I'm saying don't ask why simply because you don't know the answer, as a way to change the conversation away from the question you can't answer.
  6. Re: Informal Forum Posting Guidelines: Commentary

    Many people come here having done their research, decided 'ok, this is the extension I need to use to do this, now how do I use it?', and have a question related to the usage of that extension. 'Why'...
  7. Re: Informal Forum Posting Guidelines: Commentary

    What this is *badly* missing is guidelines for replying to questions as well. This is entirely one sided without dealing with the aggressive and condescending replies that can turn people away from...
  8. Re: Laptops with a lower power card + an real GPU

    I don't think it's Nvidia optimus. The laptop literally has a 2nd (usually Intel) graphics card whos driver is responding to the initial gl calls.

    Edit: Ok after reading deeper into optimus I...
  9. Re: Laptops with a lower power card + an real GPU

    Hey can you elaborate on the NVAPI solution? I use NVAPI in my app already but I just downloaded the latest NVAPI documentation and I can't find the setting you are referring to.
    Thanks
  10. Laptops with a lower power card + an real GPU

    Has anyone found a good way to deal with the new laptops that have a low power onboard graphics chip that is used for basic computing, and then a real (Nvidia etc.) GPU used for 3D apps? When my...
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    Re: How to use texelFetch()?

    He was actually talking about the textlFetch() function, not texelFetchBuffer()
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    Re: Uniform blocks optimized out

    Did you get any results from asking Nvidia about this? I'm getting the same issue.
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    Re: wglMakeCurrent fails + WGL_NV_gpu_affinity

    I've learn that on certain setups, on new Nvidia drivers, the behavior for GPU affinity has changed (sadly). This is how things work on Windows 7 also, but they've brought it back to XP also.
    You...
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    Re: Application is stuttering on every system...

    Hey fgreen, did you get any further with this problem?
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    Re: wglMakeCurrent fails + WGL_NV_gpu_affinity

    Does GetLastError() return anything useful?
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    Re: wglMakeCurrent fails + WGL_NV_gpu_affinity

    Is the pixel formats of the hDC and affDC the same? They need to be.
    Are you remembering to set the pixel format of the affDC?
  17. Re: Does PBO + glGetTexImage improve the performance?

    Yes I know, that's why I asked what results people were getting....
  18. Re: Does PBO + glGetTexImage improve the performance?

    In real world results without PBOs I've found that glGetTexImage is slower than glReadPixels (for the same amount of pixel data). This was a few years ago though.

    Since it's using a different...
  19. Re: Does PBO + glGetTexImage improve the performance?

    Is glGetTexImage fast again when using PBOs vs. glReadPixels? In my past experience I found it faster to draw to a pbuffer then use glReadPixels than to use glGetTexImage.

    Now that I've moved to...
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    Re: Accurately count number of uniforms used

    Right, but after I compile it I should be able to accurately determine it's uniform usage.

    There is an answer to this, I'll just have to ask Nvidia it seems.
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    Re: Accurately count number of uniforms used

    Sorry I should have made it more clear, I'm not looking for the theoretical answer. I'm looking for a practical working solution to the deficiencies of modern driver implementations.
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    Re: Accurately count number of uniforms used

    Sorry I have to disagree. On current hardware (nvidia atleast) uniforms are only addressable as groups of vec4s. For example a array of 100 floats will take up the same amount of usable uniforms as...
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    Accurately count number of uniforms used

    Hey, I'm trying to determine the number of uniforms used so I know how many more I can use without causing a compile error.

    I have 6 active uniforms (returned from querying after compiling).
    ...
  24. Re: Vista auto-fullscreen-detection disabling aero?

    The problem with disabling Aero for me is that vsync seems to stop working (on Nvidia cards atleast), so I need it to stay enabled.
  25. Re: Multiple GPU and the WGL_nv_gpu_affinity_extension

    I've had a lot of issues with things like mapped VBOs when using 2 GPUs that don't have GPU affinity setup. Generally the VBO will only be correct on one of the cards.
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