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Type: Posts; User: Dark Photon

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  1. It would seem having Xinerama enabled is a no-no...

    It would seem having Xinerama enabled is a no-no if you want to use these extensions.
  2. Missing NV bindless extensions -- strange

    Any clue what would cause NV bindless extensions to not be made available by the driver on a GTX780 with supporting drivers?

    I just saw the darnest thing on a system equiped with a GeForce GTX780....
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    Well if you want hardware depth test to work...

    Well if you want hardware depth test to work properly, you really need a fixed-function depth buffer. Then in your lighting pass, you can reconstruct eye-space position from this. It's not hard,...
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    No, the bindings for indirect buffers are not...

    No, the bindings for indirect buffers are not stored in a VAO.

    In the OpenGL Specification, search for "Vertex Array Object State". This will take you directly to a table that defines what...
  5. Yes, querying values back from CPU to GPU is bad...

    Yes, querying values back from CPU to GPU is bad for performance and should be avoided (includes occlusion queries). You can use conditional rendering to possibly speed this up, but it depends on...
  6. I certainly hope that something along these lines...

    I certainly hope that something along these lines is in-works for OpenGL-NG.
  7. Think about it this way. There is a component of...

    Think about it this way. There is a component of the point's position that is parallel to the line and a component that is perpendicular. You can use a dot product of the two vectors to isolate...
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    Ok, after you description, I'm still struggling...

    Ok, after you description, I'm still struggling to get my head around exactly what you want to do, and what you hope to accomplish by it.

    So if I understand correctly, you don't want to render...
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    Assuming: * Multisampled FBO = Res in pixels =...

    Assuming:

    * Multisampled FBO = Res in pixels = WxH. multiple samples per pixel (e.g. 4)
    * Double-size FBO = Res in pixels = 2Wx2H, 1 sample per pixel

    Rendering to the former with multisample...
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    You can change the VIEWING transform such that...

    You can change the VIEWING transform such that the rasterization samples cover the area of your scene that you're interested in.

    However, I suspect that isn't what you want. It sounds like you...
  11. I would buzz out your component values with...

    I would buzz out your component values with isnan() and isinf(), just to make sure we don't have any funny business going on.

    Could be a driver bug.

    Also, typically when you want to fetch an...
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    Is this for skeletal animation? I'll answer...

    Is this for skeletal animation? I'll answer presuming it is. #2. You typically wouldn't do #1. It takes a lot of space -- much more than you need to reconstruct joint transforms for typical...
  13. No, I mean which technique: maximum intensity...

    No, I mean which technique: maximum intensity projection, multiplanar reformatting, 3D shaded surface (marching cubes/tetrahedra), segmentation, etc. I think you're just talking about rendering all...
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    Also while you're studying up, be sure to read up...

    Also while you're studying up, be sure to read up on the new GL extension:

    * {GL|GLX|WGL}_ARB_context_flush_control

    just released. Good to know about this even if you decide you don't need it.
  15. Not having seen the full source, it's possible...

    Not having seen the full source, it's possible they are obtaining translucency from somewhere else at a higher level. But from what you quoted (including blend equation), we're not seeing that here....
  16. Quick-scanning your code, it looks like your...

    Quick-scanning your code, it looks like your fragment alpha is going to be determined by the alpha of the texture, which is always set to 100% opaque (255).

    Did I miss something?
  17. The shadow samplers allow you to utilize...

    The shadow samplers allow you to utilize hardware-accelerated depth comparisons and filtering (e.g. PCF, which is "free" on some GPUs). In other words, with the shadow samplers, the "in shadow"...
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    Sounds like you have a plane equation in...

    Sounds like you have a plane equation in world-space (Ax+By+Cz+D = 0), and you need it in eye-space. Well (A,B,C) is the plane normal in world space, which we can transform from world-to-eye space...
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    That typically means a memory access error. You...

    That typically means a memory access error. You could be passing a bad address, offset, or size to OpenGL, or you don't have VBOs enabled properly.

    Grab a working VBO tutorial and see how they do...
  20. Excellent! Thanks! Downloading now.

    Excellent! Thanks! Downloading now.
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    Ok, we'll assume that. Ok, I see where...

    Ok, we'll assume that.



    Ok, I see where you're going. Yeah, if you want world space in your shader, you have to provide coords to the shader in world space or provide a transform to put your...
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    Hold up just a second. First, what are you doing...

    Hold up just a second. First, what are you doing with the transpose of the gl_NormalMatrix. When you use gl_NormalMatrix to transform normals from OBJECT-SPACE to EYE-SPACE, you just apply it...
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    Just tried it, cross-compiling GLSL to NV...

    Just tried it, cross-compiling GLSL to NV assembly (gp5vp profile), and it looks like what you say is the case. mat4x3 takes 4 uniform slots. mat3x4 takes 3. Which makes intuitive sense. GLSL is...
  24. Vertex cache optimization is still very relevant,...

    Vertex cache optimization is still very relevant, but the main thing that's changed (AFAIK) is there is no longer dedicated memory for the post-T&L (post-vertex shader) vertex cache on the GPU. ...
  25. It depends on your hardware. You're trading...

    It depends on your hardware. You're trading culling cost (typically CPU) against large batch sizes (typically GPU, though batch dispatch overhead matters if the batch is too small). Best bet: test...
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