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Type: Posts; User: Chris Lux

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    very cool! thanks again for the clarification. ...

    very cool! thanks again for the clarification.


    nope, i meant structs that are used as uniforms. i use(d) them to pack samplers together and to instantiate multiple such structs with samplers...
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    Thanks for the clarification. However, does...

    Thanks for the clarification.

    However, does the spec really allow this. I read the part about opaque and sampler types and it seems to be quite picky about these types, where and how they can be...
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    What does this refer to? I did a lot of...

    What does this refer to?

    I did a lot of changes in my project to remove samplers from structs (strictly used as uniform) after testing the OpenGL 4.4 beta driver. After reading the spec it seemed...
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    Hi, I ran into a quite serious bug with the...

    Hi,
    I ran into a quite serious bug with the OpenGL 4.4 beta driver which I was able to reproduce with _all_ 326.x drivers available from the NV website.

    I have a fragment shader which is doing...
  5. just choose a unit and stick with it. and yes 1...

    just choose a unit and stick with it. and yes 1 unit to 1 meter is usually a good idea. for the perfect fov measure your viewing distance to your monitor and take its physical size into account. then...
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    Under the following link you can find a very...

    Under the following link you can find a very simple volume ray casting demo. Maybe this will give you ideas, but I can only agree with the other replies... get the Engel et al. book.
    ...
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    layout(binding = 3) uniform sampler2D myTexture;...

    layout(binding = 3) uniform sampler2D myTexture;

    is already valid since OpenGL 4.2.

    edit: Alfonses post just appeared here. sorry for the double post then...
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    Poll: I am sorry to bring this up again, but the dark...

    I am sorry to bring this up again, but the dark theme is still broken in regard so code tags...

    -chris
  9. thanks ;). I will get some reproducers to you...

    thanks ;).

    I will get some reproducers to you and Jeff.


    That is a great idea, thanks for the hint!...

    Regards
    -chris
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    Poll: in this thread all code is white on white: ...

    in this thread all code is white on white:

    http://www.opengl.org/discussion_boards/showthread.php/177593-Nvidia-bindless-textures-first-experiences-and-bugs?p=1237289#post1237289
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    Poll: quotes look fine, but code is still unreadable. ...

    quotes look fine, but code is still unreadable.

    regards
    -chris
  12. I did some tests using this functionality...

    I did some tests using this functionality regarding accessing a large number of individual textures form a single shader in the context of virtual texturing. I posted some results in the drivers...
  13. Nvidia: bindless textures - first experiences and bugs

    Hi,
    I am working on virtualization and visualization methods for large image and volume data sets. My current approach is to use large texture atlases to store the page data on the GPU. With volume...
  14. ok back to topic: what i do not understand is...

    ok back to topic:

    what i do not understand is why they introduce uint64 as the opaque texture handle? why not introduce something along the lines of:

    typedef struct __GLtexhandle *GLtexhandle;...
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    Hi, take a look at the OpenGL 4.2 spec chapter...

    Hi,
    take a look at the OpenGL 4.2 spec chapter 3.9.11 equation 3.21. The mip map level is calculated based on the lengths of the derivative vectors:



    float
    mip_map_level(in vec2...
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    Thanks, this is almost what i was looking for....

    Thanks,
    this is almost what i was looking for. In the old forums i 'subscribed' to threads is did not post in, these were the watched threads which i am still missing. I sadly can not remember all...
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    Thanks, and also a big Thank You for the new...

    Thanks, and also a big Thank You for the new forums! ;)

    -chris
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    Maybe this will be fixed after the re-indexing:...

    Maybe this will be fixed after the re-indexing:
    I am missing my watched threads list, it should be converted to the subscribed threads in my profile.

    Regards
    -chris
  19. Re: How to avoid BlueScreens on Windows and GLSL bugs?

    Use explicit loop counters and break loops at certain counter thresholds (plus output a signal color at the broken fragment)... Its the only thing i can think of that will help here without help from...
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    Re: OpenGL and OpenCL running simultaneously

    To my knowledge from some discussions with Nvidia engineers, switching from GL to CL/CUDA and vice versa will flush and stall the respective pipeline. There currently is no overlapping of GL and...
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    Re: Nvidia Dual Copy Engines

    The CUDA-readback was already tested in this thread [1], reading back the framebuffer content directly using CUDA. it gave very good results. it would be very interesting if using a CUDA memcpy on a...
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    Re: Rgarding CUDA+PBO slow down

    CUDA uses more precise floating point operations, or better GLSL uses more relaxed math. Using OpenCL I saw the same, but you can specify to the OpenCL compiler that it can use faster (more...
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    Re: Nvidia Dual Copy Engines

    Okay,
    i have been digging deeper into the DMA-engine stuff from Nvidia. What confuses me are the following points:

    - The white paper states that using a single threaded application and PBOs to...
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    Re: Core GL_RAx formats

    Whats the problem?

    GL_RGx + ARB_texture_swizzle should to the job.
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    Re: Core GL_RAx formats

    Why not use GL_RGx formats? In core you are not limited to fixed functionality which needs alpha channels to know what to do, you can read the .rg components of the texture and output to alpha what...
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