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Type: Posts; User: CatDog

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  1. Interleaved VBO with mixed types fails on AMD FirePro M5950

    Hi Folks,

    just spend two days on debugging my code on a customers' HP Elitebook 8560w with AMD FirePro M5950. This GL code worked for ages, on every hardware I came across. It's simple:

    Given...
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    Thanks for your input, Dark Photon. After...

    Thanks for your input, Dark Photon. After googling PowerMizer I've got the impression that this feature has been removed in Win7 drivers, or it's not accessible from the control panel anymore. I'll...
  3. Thread: driver problem?

    by CatDog
    Replies
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    1,717

    Check the first parameter: ...

    Check the first parameter:

    http://www.opengl.org/sdk/docs/man/xhtml/glNormalPointer.xml

    CatDog
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    If you ask me, the internal difference between...

    If you ask me, the internal difference between default- and streaming/simulation-setting is the way GPU memory is organized. Stalling every 50-100 frames smells like buffer overrun and cache...
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    Whoa, thanks, how did you find this? Also very...

    Whoa, thanks, how did you find this? Also very interesting is the description for the setting "3D App – Game Development": Turns card into Geforce card. Oh yes, please! Just tried it and this works....
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    nVidia Quadro - VBO streaming performance

    Hi folks,

    I'm streaming positions/normals/uvcoords per frame to VBOs. On my Geforce 285 GTX (and on an old ATI FireGL) it runs nice, but customers report heavy lagging on Quadro FX 3700.

    Since...
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    Re: Offset a vector by another vector

    It'll fail if

    z.x == z.y == z.z

    CatDog
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    Re: Application is stuttering on every system...

    Two days ago, it took me half an hour to realize, that my suddendly badly stuttering application was thwarted by Google Chrome diligently displaying the Burger-King Flash webpage in the background,...
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    Re: Improved error reporting

    Deferred compilation explains line numbering confusion?

    CatDog
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    Re: Improved error reporting

    Yes, #line doesn't work on nVidia. Seems related to this:

    Feed glShaderSource() with three source strings (each terminated by line breaks):
    0: #version 110
    1: #define TEST
    2: void main(void)...
  11. Thread: GLSL validation

    by CatDog
    Replies
    8
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    5,364

    Re: GLSL validation

    NVemulate has this "Generate Shader Portability Errors" switch... (?)

    CatDog
  12. Thread: Dx11 catchup

    by CatDog
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    48,756

    Re: Dx11 catchup

    If only this were true...

    CatDog
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    Re: Smooth Vertex Normals with Crease Angle

    The term "edge loop" is normally used to describe an ordered sequence of triangle edges, where the first and last vertex are the same. In particular the outer boundary of a surface describes an edge...
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    Re: Smooth Vertex Normals with Crease Angle

    It's been a while since I messed with this. In my opinion, there's not the one way to do it. If your input data is just a cloud of triangles, no more info given, you won't get satisfying results...
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    Re: Many VBOs vs. single VB for dynamic meshes

    So you tested this on G80 up and there's no difference anymore?

    CatDog
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    Re: Many VBOs vs. single VB for dynamic meshes

    Yes, but it's some time ago. On nVidias G70 hardware, interleaving was faster. But note, if you are using BufferSubData, your are forced to update all interleaved attributes. If just one attribute...
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    Re: Official feedback on OpenGL 3.2 thread

    According to this post, they marked wide lines deprecated in 3.0, but no more in 3.1 and up.

    CatDog
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    Re: Laying down depth information

    Ok, another one using the new version and increased load.

    GTX285, rocks=1000 depth-passes=1

    1: FPS ~515 ~200MVerts/sec ~300MTris/sec
    2: FPS ~515 ~200MVerts/sec ~300MTris/sec
    3: FPS ~335...
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    Re: Laying down depth information

    GTX285, 100 rocks, view not modified, default driver settings except vsync forced off:

    1: FPS ~1600 ~69MVerts/sec ~90MTris/sec
    2: FPS ~2000 ~78MVerts/sec ~120MTris/sec
    3: FPS ~2000 ...
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    Re: Vertex Buffer Object

    Click ;)

    CatDog
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    Re: TBO related bug in nVidia driver?

    Sounds like this one.

    CatDog
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    Re: Laying down depth information

    Good heavens modus, what happened to your nickname?

    CatDog
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    Re: [3.0] Wide lines deprecated

    For the record. Wide lines deprecation will be deprecated in 3.1 spec. Meaning they are not deprecated anymore. So they will stay.

    Post by Rob Barris

    That's good news in my opinion.
    ...
  24. Re: urgent help : no texture , no graphics then wh

    Replace the model by a simple quad with unit texcoords. Get the texture working with the quad, then try again with the model.


    Forget about texturing and get that model on the screen first. Then...
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    Re: Talk about your applications.

    So the answer is no. Thanks.
    And sorry for asking.

    CatDog
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