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Type: Posts; User: fred_em

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  1. Thanks again for your suggestion of using...

    Thanks again for your suggestion of using primitive restart. This is quite interesting.
    I have read the spec and I am not sure I can specify multiple consecutive restart indices, eg.
    ...
  2. Do you mean the following: This seems to...

    Do you mean the following:



    This seems to be a nice idea, thank you.

    Right now, since I'm only generating triangle strips (in fact) with 4 vertices, I'm generating GL_QUADs instead. Nvidia's...
  3. It's a bit more effort to write a batch of 3...

    It's a bit more effort to write a batch of 3 indices on a 12-byte boundary than it is on a 16-byte (ie. vec4) boundary.
  4. glDrawElements of GL_TRIANGLES with a stride for indices, not vertices?

    Hi,

    I'm generating a VBO and EBO from a compute shader, after which I'm issuing a call to glDrawElements. Every vertex data is aligned on a 16-byte boundary making it convenient for the compute...
  5. Things have settled down. The code was pretty...

    Things have settled down. The code was pretty much going berserk before, and calling glBindBuffer was, I believe, randomly making it work.
    glBindBuffer(GL_TEXTURE_BUFFER) is not needed. The compute...
  6. The following code works, but I am unable to say...

    The following code works, but I am unable to say why:



    if (textureID == -1)
    {
    // Create TBO on demand, if needed
    textureID = GL11.glGenTextures();
    ...
  7. I located the error, it is here: if...

    I located the error, it is here:



    if (textureID == -1)
    {
    // Create TBO on demand, if needed
    textureID = GL11.glGenTextures();
    GL11.glBindTexture(GL31.GL_TEXTURE_BUFFER, textureID);
    ...
  8. Wirting out VBO/EBO data from a compute shader

    Hi,

    I need to fill in a VBO and an EBO as part of the execution of a compute shader. My scenario is a dynamic tessellation scenario where the usual hardware tessellation shaders are not sufficient...
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    I had started a thread about this issue a year...

    I had started a thread about this issue a year ago, but this didn't go very far
    http://www.opengl.org/discussion_boards/showthread.php/176164-Probable-nVidia-GLSL-compiler-bug
  10. Replies
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    You do need to call return as well to cancel...

    You do need to call return as well to cancel execution. IIRC, AMD drivers abandon shader execution upon discard, whilst nVidia drivers don't. The OpenGL spec does not define a specific behavior.
  11. Replies
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    AMD_query_buffer_object - Catalyst 12.6 beta

    Hi,

    Anybody knows what this extension is for? Is this some kind of progressive occlusion query, a desired functionality that has been discussed last year on this forum?

    Thanks,
    Fred
  12. Thanks a lot for your insight Ilian.

    Thanks a lot for your insight Ilian.
  13. Thoughts on using varyings vs. not using them

    Hi there,

    I have asked this question before on this forum but the question was not very well presented, buried inside a thread on another topic.

    I'm trying to see if it is faster to

    a) load...
  14. Code A) voir *new_data =...

    Code A)


    voir *new_data = malloc(new_data_size);
    writeDataInto(new_data);
    glBufferData(target, new_data)

    Code B)
  15. Strictly speaking I don't believe this is the...

    Strictly speaking I don't believe this is the case, otherwise this would mean things are very unoptimized. Consider the following scenario:

    glBufferData(large_buffer)...
  16. Being told when glBufferData is effectively complete?

    Hi,

    Is there a way to be notified that a buffer transfer is complete with OpenGL?
    As part of a simple test that I am doing this weekend, I have the following code:

    for (int n=0; n < 50; n++)...
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    Well, they are two different contexts. They can...

    Well, they are two different contexts. They can be bound at the same time, so this could work, couldn't it?

    My scenario would be the following:

    At application start:
    - create and bind a CUDA...
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    Sweet, I will give this a shot. Thank you.

    Sweet, I will give this a shot.

    Thank you.
  19. Replies
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    Do OpenGL and CUDA/OpenCL run in parallel?

    Hi,

    I have a situation in which I really need OpenGL rendering and CUDA calculations to run in parallel, completely decoupled. They really *need* to run in parallel, from an application, and even...
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    Mipmap level calculation using dFdx/dFdy

    Hi,

    In a fragment shader I'm trying to calculate the mipmap level of a texture for the current fragment. To be more specific, my texture is not a real texture per se but a structure organized like...
  21. Quite note, for what it's worth: the new Catalyst...

    Quite note, for what it's worth: the new Catalyst 12.4 drivers do not solve my problem on the AMD platform (program freezes).
  22. Re: How to avoid BlueScreens on Windows and GLSL bugs?

    Thanks both of you for your replies.

    Lately I have been unable to run my shaders on AMD hardware, they just hang, and indeed cause a graphic driver recovery (my AMD card is on a Win7 box). 1-2...
  23. How to avoid BlueScreens on Windows and GLSL bugs?

    Hi,

    Under Windows XP (not Windows 7), when there is a GLSL bug or an infinite loop inside a shader, for instance, a Blue Screen Of Death (BSOD) shows up, causing a reboot. Sometimes, when I'm...
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    GLSL performance with Nvidia SLI

    Hi,

    My application performance is mainly affected by what I'm doing in my shaders. These shaders really do a very large amount of work (maths, access the whole GPU memory and so on).

    I use low...
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    Re: glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW

    There is no bottleneck, I'm just doing an awful lot of processing.

    STATIC_DRAW and DYNAMIC_DRAW have no difference it seems, in terms of performance. I said there was no difference in performance...
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