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.
...
Type: Posts; User: fred_em
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.
...
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...
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.
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...
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...
The following code works, but I am unable to say why:
if (textureID == -1)
{
// Create TBO on demand, if needed
textureID = GL11.glGenTextures();
...
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);
...
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...
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
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.
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
Thanks a lot for your insight Ilian.
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...
Code A)
voir *new_data = malloc(new_data_size);
writeDataInto(new_data);
glBufferData(target, new_data)
Code B)
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)...
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++)...
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...
Sweet, I will give this a shot.
Thank you.
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...
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...
Quite note, for what it's worth: the new Catalyst 12.4 drivers do not solve my problem on the AMD platform (program freezes).
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...
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...
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...
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...