Sounds reasonable. The only disadvantage is that pooling PBOs might lead to unnecessarily high memory usage.
Type: Posts; User: Dragon89
Sounds reasonable. The only disadvantage is that pooling PBOs might lead to unnecessarily high memory usage.
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?
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...
Does anyone know of a similar feature on Intel HD Graphics?
I see. I guess I'll have to do an alternative CUDA based implementation for Nvidia cards.
Does Nvidia support ARB_pinned_memory?
"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...
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...
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...
ok.. ive made a try.. but the result is all gray...
#ifndef _FBOMULTISAMPLE
#define _FBOMULTISAMPLE
#include "stdafx.h"
#include <boost/shared_ptr.hpp>
thats it? i dont have to render the fbo multiple times for each sample etc...?
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...
my card supports "GL_EXT_framebuffer_multisample"... ive read the documentation but i dont rly understand how to use it...?
how do one do multisampling on a FBO?
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...
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.....
ive been lookin at gradient shadow mapping in the shaderx books... however im uncertain how one would get the depth gradient using glsl?
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...
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)...
so basicly is et the FBO liek this..
size = 2048.0;
GLint type = GL_DEPTH_COMPONENT;
glActiveTexture(GL_TEXTURE10);
// Setup our FBO...
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...
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 =...
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...
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...
that tutorial is all good... but it doesnt use shaders...