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Type: Posts; User: Dragon89

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  1. Thread: Pooling PBOs?

    by Dragon89
    Replies
    2
    Views
    452

    Re: Pooling PBOs?

    Sounds reasonable. The only disadvantage is that pooling PBOs might lead to unnecessarily high memory usage.
  2. Thread: Pooling PBOs?

    by Dragon89
    Replies
    2
    Views
    452

    Pooling PBOs?

    Is there any use in pooling PBO resources, even though they are orphaned? Or can I as well glGenBuffer, glBufferData, glDeleteBuffer when needed without much performance overhead compared to pooling?
  3. Re: glUnmapBuffer while keeping glMapBuffer memory val

    Does CUDA actually give you direct read access to a block of GPU memory that's currently being used? [/QUOTE]

    I don't know. But it gives access to the pinned memory that is currently being...
  4. Re: glUnmapBuffer while keeping glMapBuffer memory val

    Does anyone know of a similar feature on Intel HD Graphics?
  5. Re: glUnmapBuffer while keeping glMapBuffer memory val

    I see. I guess I'll have to do an alternative CUDA based implementation for Nvidia cards.
  6. Re: glUnmapBuffer while keeping glMapBuffer memory val

    Does Nvidia support ARB_pinned_memory?
  7. Re: glUnmapBuffer while keeping glMapBuffer memory val

    "Also reading from a mapped buffer may be slower than reading from system memory, so I'd keep the data in system memory and just memcpy it into the buffer object."

    Streaming loads solve this...
  8. glUnmapBuffer while keeping glMapBuffer memory val

    Is it possible to glUnmapBuffer a GL_STREAM_DRAW pixel-buffer-object and still keep the data pointed by the pointer returned previously by glMapBuffer valid for read-only operations using SSE 4.1...
  9. Replies
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    glTexSubImage2D blocking?

    I'm working on an application with alot of device -> host and host -> device transfers using PBOs.

    I know that the device -> host transfer will be blocking on the glMapBuffer call which follows...
  10. Replies
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    17,559

    Re: FBO and multisampling

    ok.. ive made a try.. but the result is all gray...



    #ifndef _FBOMULTISAMPLE
    #define _FBOMULTISAMPLE

    #include "stdafx.h"

    #include <boost/shared_ptr.hpp>
  11. Replies
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    17,559

    Re: FBO and multisampling

    thats it? i dont have to render the fbo multiple times for each sample etc...?
  12. Replies
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    2,646

    render to cube map FBO

    i want to render to a cube map... but im unsure how...

    this is how i got it now.. which is wrong... im unsure how i would bind the different faces of the cubemap...


    inline void Begin(GLenum...
  13. Replies
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    17,559

    Re: FBO and multisampling

    my card supports "GL_EXT_framebuffer_multisample"... ive read the documentation but i dont rly understand how to use it...?
  14. Replies
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    17,559

    FBO and multisampling

    how do one do multisampling on a FBO?
  15. Replies
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    268

    Re: shadowmapping problems

    ok.. ive been workin some more on this but im still unable to get a depth-component map workin... this is what i do... ive simplified it as much as possible...

    i simply render a scene to the FBO...
  16. Replies
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    1,237

    Re: using nvidia HW PCF

    ok.. ive converted my shadowmap into the rgba16 format...and simply put the depth intto single colorchannel... which should support linear filtering.. and ive set the filtering mode to GL_LINEAR.....
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    Depth gradient

    ive been lookin at gradient shadow mapping in the shaderx books... however im uncertain how one would get the depth gradient using glsl?
  18. Replies
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    1,237

    Re: using nvidia HW PCF

    i guess my code was a bit unclear.. the function GetShadow return either 1 or 0 depending on if the color is in shadow or not...which is correct pcf right?

    but i sitll dontknow how to do the...
  19. Replies
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    1,237

    Re: using nvidia HW PCF

    just as a side note... how would i do bilinear filtering in the fragment shader.. i think ive got pcf right..


    float shadow = GetPCF(ProjShadow.xy/ProjShadow.w);
    float GetShadow(vec2 TexCoord)...
  20. Replies
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    1,237

    Re: using nvidia HW PCF

    so basicly is et the FBO liek this..


    size = 2048.0;
    GLint type = GL_DEPTH_COMPONENT;

    glActiveTexture(GL_TEXTURE10);

    // Setup our FBO...
  21. Replies
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    1,237

    Re: using nvidia HW PCF

    ok.. but my problem is taht i dont know how to use GL_DEPTH_COMPONENT... how do i send info to it in the fragment shader? does it work with glortho where near = 0.0 and far = 1.0... what settings...
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    using nvidia HW PCF

    how would on use nvidia hw pcf?

    also im unsure how i would use a regular depthmap for shadowmaps.. right now i simply convert the depth to fit a rgba8 texture liek this...


    //FBO
    size =...
  23. Replies
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    268

    Re: shadowmapping problems

    thx fo the answer... ive tried changing to GL_TEXTURE0... but now all i get is pure black... doent seem to get any error from shader...

    i looked at glintercept.. but i dont quite understand how to...
  24. Replies
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    shadowmapping problems

    im having some problems with shadow mapping... been trying to figure this out for a few hours.. but im about to give up... this is my first time implementing it so i guess ive missed something... any...
  25. Replies
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    Re: shadow mapping problem

    that tutorial is all good... but it doesnt use shaders...
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