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Type: Posts; User: knackered

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  1. Thread: Instancing

    by knackered
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    Re: Instancing

    you can LOD at a coarser level than per instance. But like everyone's saying, 1000 instances is not many instances.

    that's not true - you set the divisor to how many instances must be drawn before...
  2. Re: Creating texture from bitmap (in jogl 1.1.1)

    http://www.khronos.org/opengles/sdk/1.1/docs/man/glPixelStorei.xml
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    Re: VAO usage pattern

    glGetActiveAttrib should only show attributes the shader uses. I always assume that the shader's in charge of what's fetched from the attributes, not the current enabled state of them. Having said...
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    Re: varying struct?

    i really despair at nvidias shader compiler. Nested constant controlled loops (not uniforms, friggin hard coded numbers) confuse the hell out of it. I'm sick of unrolling loops because their compiler...
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    varying struct?

    i'm modifying some old glsl code (yeah right), and have discovered that i don't seem to be able to use the 'varying' directive on a struct without getting a warning from the nvidia compiler....thus:...
  6. Re: Best Way for LOD, destructable voxel Terrain

    oh now stop - you had me at plastic wreckoning. WTF?
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    Re: Whats new in opengl since 2003

    glfreak get yourself to a shop and look at an iphone4 or android.
  8. Re: Compressed Volume Texture SubImage uploading

    doesn't look ambiguous to me. The subimage depth/zoffset restriction is lifted for uploading uncompressed data to a compressed texture, but not for uploading already compressed data. What's the...
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    Re: gDEBugger is free!!!

    tried it a couple of years ago. it crashed on every machine in the office. POC. I think they'll find they won't be even able to give it away. glIntercept and nv profiler is enough for anyone.
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    Re: Using glTexImage2D with null data

    sorry, i was just being playful. :)
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    Re: Using glTexImage2D with null data

    Oh Peter. Deary deary me.
    if i remember rightly, glintercept outputs images to the xml log of each texture you bind. It's probably using glGetTexImage under the hood, which is probably what's...
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    Re: Using glTexImage2D with null data

    I have no idea at all what's causing this. I've pasted your GL code into a simple GLUT app and a simple app using my own WGL setup code....and glGetError() always reports GL_NO_ERROR.
    Are you only...
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    Re: Using glTexImage2D with null data

    mmm, so far so advert-for-a-book. <disappointed>
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    Re: Using glTexImage2D with null data

    btw, looks like a nice blog. I'll have a read.
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    Re: Using glTexImage2D with null data

    no other unpack states set?
    is this error thrown if you pass in a valid pointer in the glTexImage2D call? is it definitely just because of the null pointer?
  16. Re: Developer search for OpenSource Game Engine GEAR

    fair point.
  17. Re: Developer search for OpenSource Game Engine GEAR

    cynically I expect the answers to be "no idea" and "it hasn't".
    those design choices are more important than the use of VBO/bindless/instancing etc.
    You should forget scenegraphs completely. They...
  18. Re: Developer search for OpenSource Game Engine GEAR

    what's the performance of your scenegraph like when culling and drawing lots of nodes?
    how has performance affected your design choices?
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    glEnable(GL_ALPHA_TEST | GL_DEPTH_TEST)

    is it possible to combine GLenum's passed into glEnable/glDisable using bitwise operators?
    Been looking through the spec and can't see anything regarding this...
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    Re: Tutorial Proofreading and Correcting.

    Yes, thanks, I realised that as I read more. Should have kept my trap shut.
    I think it's a fantastic bit of work. Wish something like that had been around when I was learning this stuff.
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    Re: Tutorial Proofreading and Correcting.

    good stuff, but the Clip Space Transformation section is a bit vague. The W coordinate ends up being the Z coordinate, you miss that bit. Maybe you're leaving the perspective stuff till later -...
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    Re: Display Lists - The Next Generation (CBO)

    yes, it is him - those of us who have read nearly 10 years of his posts could recognise his style a mile off, and there's zero overlap between korval ending his contribution and alfonse beginning...
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    Re: Extensions for stereoscopic rendering

    dorbie, that argument stood up 10 years ago, but not any more. The "R&amp;D" for two sided lighting, line antialiasing, genlock and stereo was paid for long, long ago. Now it's just milking a cash cow....
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    Re: Extensions for stereoscopic rendering

    yeah, the nvs line of quadros. Bloody rubbish. Another example of nvidia/dell taking the p.iss.
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    Re: Extensions for stereoscopic rendering

    you must remember that 25% of nvidia's graphics cards sold are Quadro's, and 75% geforces. Yet Quadro's account for 75% of nvidia's graphics card profit.
    The only significant difference between a...
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