http://www.itworld.com/software/289579/install-nvidia-driver-30432-linux-mint-13-or-ubuntu-12041210
Can't be that difficult
Type: Posts; User: padawan
http://www.itworld.com/software/289579/install-nvidia-driver-30432-linux-mint-13-or-ubuntu-12041210
Can't be that difficult
uhmmm, I'm starting to think I haven't been completely clear. Let me see if I get this straight.
When I call glVertexAttribPointer the currently bound VBO is "linked" to the attribute in the VAO....
I'm trying to get into VAOs, and not everything is clear.
Suppose I have two buffers a and b. I bind a to GL_ARRAY_BUFFER and then I call glVertexAttribPointer. Then I bind b to GL_ARRAY_BUFFER.
1)...
Good point, I just wonder to what extent it applies here.
What I usually see is that FPS are super important. When I read a book, an article, a post here, there is often something about performance....
Okay 2 questions:
1) what do you mean by vertex throughput limited?
2) why would the implementation be a burden? You build a buffer and you call a method
Okay, fair enough. Yet...
...here...
Uniform buffers can be interesting. I think I'll look at them. Things like this remind me of why I post in the beginners forum :)
In the meanwhile I found Nvidia's GPU Programming Guide. One of...
Well, I'm trying to write some generic code, as well to learn some best practices. I would also say that it's better to get it right the first time, without need to profile or change the code....
Hi Alfonse,
you answer is interesting. I was thinking that I should minimize the number of calls to draw, and so put more objects together. Are you saying that it's a wrong approach? You seem to...
It would be nice to define a variable for more primitives, like a color for an entire object. The way I see it the only ways are to define a variable per vertex (waste of space and time) or as a...
Ah, good to know. Thanks
well, if I have an assignment like myFlatVariable = <whateverComplexExpression>, then I mean computing whateverComplexExpression. I guess I can't pretend to have more complex definitions.
I couldn't find this information anywhere. I was wondering if flat variables are evaluated only for the provoking vertex, as the first impression is that they aren't. Which would be a waste,...
How about collada?
Thanks for the answers guys. I actually noticed that I missed something in the superbible, which more or less confirms my guess.
So, if I understand correctly, when using one buffer it's okay to...
From the GLSL specification 3.30, par. 7.:
I'm not sure what this means. Shall I declare my own gl_FragColor and gl_FragData, which wouldn't make much sense, or use...
yeah, I think many things you should know when learning OpenGL are basically generic computer graphics stuff. For example, the superbible obviously talks about linear algebra and transformations, and...
the superbible is okay, but not great.
I personally found the specification useful as well, even if a bit complex to read.
And this forum is a fantastic resource. I would recommend to come here...
Yeah, I can imagine that. As I said, I didn't want to touch it, it's way too advanced for me, but the discussion got started. Hell, after all it's my thread :)
I guess nobody is answering because...
Okay, I have something I wanted to ask later, but I'll take advantage of this thread to do that now. So:
1) can someone explain when or why triangles are better than strips? I can't imagine a...
Obviously the topic wasn't really exhausted :)
Both points are interesting, but I find the second one especially interesting, for the simple reason that I have never heard of this strips with...
I've seen a few discussions about using triangles or strips. At the end, as far as I understand, the problem is just the maximization of hits in the vertex cache. At the moment I'm favoring strips,...
Or I can use glPrimitiveRestartindex :)
I could stand some extra memory management, and I'm not even sure about that. But if this is the price I have to pay I'll go straight with primitive restart....
Thanks for the answer
Really? Isn't the purpose of methods like this to send a batch to your dedicated hardware? If it is like you say glMultiDrawElements is basically useless. Why would I need...
From what I understand they are basically the same. The wiki confirmed my impression. So I don't see what the advantages would be of one over the other. Is it just the memory management overhead in...
Got it. So that also means that I don't necessarily have to call glDisableVertexAttribArray, unless I want the default value to be used. Correct?