You should nag NVIDIA into exposing WGL_NV_gpu_affinity on consumer cards.
AMD exposes a similar WGL_AMD_gpu_association on consumer cards.
Type: Posts; User: Leith Bade
You should nag NVIDIA into exposing WGL_NV_gpu_affinity on consumer cards.
AMD exposes a similar WGL_AMD_gpu_association on consumer cards.
ARB_texture_storage added glTexStorage2D, but unfortunately the function requires you to specify the number of mipmap levels.
This means you have to write your own function to calculate this if...
I discovered the problem.
It looks like it's a bug in AMD's driver.
I am running this on my HP latop which comes with two GPUs - an integrated one in the CPU/APU, and a dedicated GPU. AMD calls...
Removing that did not change anything.
Also the MSDN docs say next to PFD_GENERIC_ACCELERATED:
Which indicates that it is the opposite of what you think, it looks for a non-generic...
I am working on a new app using GL 4.2 core profile from scratch.
This is my init code:
HDC hDC = ::GetDC(hWnd);
PIXELFORMATDESCRIPTOR pfd;
::ZeroMemory(&pfd, sizeof(pfd));
...
Will GL_EXT_depth_bounds_test be promoted to core now that both AMD and NVidia support it?
Do you do a wglMakeCurrent(NULL) before you delete the context?
Those lib files are part of the Windows SDK. I would have thought they are installed with Visual Studio. Otherwise try downloading the latest Windows SDK.
Normally you just stick "opengl32.lib...
You can also use render buffer objects to glReadPixels if you need to do that.
From what I understand render buffers and texture buffers have different memory layouts. Render buffers are optimised...
The first method uses Pixel Buffer Objects which can use GPU memory to store the data. GPU memory is a lot faster for the GPU to read than CPU memory.
Pixel Buffer Objects should always be faster.
That is a driver issue. Windows is using the default Microsoft OpenGL 1 drivers instead of the NVIDIA OpenGL drivers.
Yes two PBOs:
glBindBuffer(GL_PIXEL_PACK_BUFFER, mOutputBuffer);
glBufferData(GL_PIXEL_PACK_BUFFER, mOutputBufferSize, NULL, GL_STATIC_COPY);
...
I did some CUDA tests:
Reading from a PBO in GPU memory via CUDA to CPU is the same speed as the glCopyBufferSubData trick.
Reading directly from renderbuffer via a CUDA array to CPU was...
Wow, just wow! That is an amazing trick/hack using GL_STATIC_COPY and glCopyBufferSubData.
It made a huge difference to the pixel readback performance of my program.
I think someone should put...
If only it were possible to write our own GL drivers... (well technically you can with AMD GPUs since they document device control interface).
One day I will write a Linux 3D demo that directly...
I like this idea. D3D's DXGI system for choosing adapters and creating device contexts is much better than OpenGL wacky system.
But if you are going to rewrite a fundamental part of OpenGL we...
You may be correct on that, from MSDN http://msdn.microsoft.com/en-us/library/dd318284(v=VS.85).aspx:
"You must ensure that the pixel format matched by the ChoosePixelFormat function satisfies your...
It seems the NVIDIA driver is happy to give you a 4.2 context by default (ie no version number in create context).
But when you explicitly ask for 4.2 with a version number in create context it...
Microsoft don't like OpenGL. I would not be surprised if mixing D3D and WPF over RDP works fine.
It works on Linux, and I've used that lots but not so sure about Windows.
I have heard that in order to use OpenGL/D3D on a card in Windows a screen needs to be plugged in otherwise Windows will...
I eventually found that NVIDIA had defined their own header for the NV path rendering in the SDK samples. So I just grabbed the file.
I am using Linux so I prefer to directly link to the native...
After talking with NVIDIA it turned out to be a bug in my code... I memcpy'd past the end of a mapped vertex buffer.
Sorry to NVIDIA for making it look like they didn't fix it. However it would be...
I want to start using the GL_NV_path_rendering extension but the current glext.h from http://www.opengl.org/registry/ does not have GL_NV_path_rendering. It only goes as far as...
Yeah I did give them source code, shaders, crash logs, coredump of the crash etc.
In March I got this reply:
"Thanks for reporting this. The problem has been identified and fixed; however, the...
I am shocked to discover that THIS BUG HAS STILL NOT BEEN FIXED AFTER 10 MONTHS!!!
For reference I am now using Ubuntu 10.10 with the current stable driver version of 290.10
I have also now got...