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Type: Posts; User: jcabeleira

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  1. Oh well, it doesn't seem like I have a choice....

    Oh well, it doesn't seem like I have a choice.
    I've tested their new Beta driver version 13.6 and it still has the same issue so there's no hope for the near future. Let's hope they fix it on later...
  2. So, anybody got any more ideas? I'm really stuck...

    So, anybody got any more ideas? I'm really stuck on this. :)
  3. The problem remains.

    The problem remains.
  4. Shader storage buffer bug in Catalyst 13.4

    Hello guys,

    AMD added support for OpenGL 4.3 in their latest 13.4 driver but it seems they have a bug on their implementation of Shader Buffer Objects. I have a shader that increments an atomic...
  5. Transforming a 2D texture directly to 3D texture

    Hello, guys. I've been reading Crytek's paper about the Light Propagation Volumes technique and they sugest that it is possible to transform the contents of a 2D texture directly into a 3D texture by...
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    Re: Extensions for stereoscopic rendering

    Very interesting discussion from you guys, thanks.

    Your comments about the Quadro graphics cards left me curious. Could someone explain me what's the main differences in purpose, performance and...
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    Re: glFramebufferTextureLayer is slow

    After digging a little bit more into the performance issues I was having I found out that the whole rendering to volume texture is not a good ideia because it's slow.

    I'm not sure if this is true...
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    Re: glFramebufferTextureLayer is slow

    Thanks, I'll give it a try.
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    Re: glFramebufferTextureLayer is slow

    I can't attach all layers to the framebuffer because I only have 8 color attachments while my volume texture has 64 layers. On the other hand, and as I said before, the glFramebufferTexture3D is as...
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    Re: glFramebufferTextureLayer is slow

    Ok, so is there any way to render to a 3D texture without using glFramebufferTextureLayer? What's the correct way of doing this?
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    glFramebufferTextureLayer is slow

    Hello, I'm rendering to a 3D texture and I found out that the command glFramebufferTextureLayer (or glFramebufferTexture3D) cause a huge stall of about 15 miliseconds in my application.
    Everything...
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    Re: Extensions for stereoscopic rendering

    Thanks for your responses, guys. You brought to my atention a fact that I didn't remembered, that stereoscopic rendering as always been suported by opengl through the "left" and "right" buffers...
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    Extensions for stereoscopic rendering

    7-ML-53222-ML-

    Not a coding question, moved to suggestions discussion forum.
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    Extensions for stereoscopic rendering

    I'd like to share a few thoughts about the use of sterescopic rendering and the evolution of graphics in the next years.

    With the advent of the Directx 11 functionality, it seems that tesselation...
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    Re: Usefulness of transform feedback

    Transform feedback is essential for the Light Propagation Volumes technique. With it it's possible convert a Reflective Shadow Map into a grid of points that represent a huge number of lights (with...
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    Re: pack/unpack half floats on 3D textures

    Problem solved. I'm not sure if it's a driver/compiler bug or someking of data type casting problem but if instead of doing the data write this way:
    gl_FragData[0]= vec4(pack_2half(half2(1.0, 1.0)),...
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    pack/unpack half floats on 3D textures

    Hi, guys. I need help with the following problem: I'm rendering data to a volume texture and reading it back on another pass and that works just fine. The data is generated on a GLSL program and...
  18. Re: How to get per-pixel surface slope directions

    Thanks for your response, I'll give it a try and should be easy since I already have a depth buffer for deferred rendering.
    I just didn't understand how to get a vector from the depth buffer, are...
  19. How to get per-pixel surface slope directions

    Hello, I need to implement a geometry aware gaussian blur filter that blurs along the surfaces (like walls). To do that I need to get the per-pixel vectors that represent the surfaces...
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    Re: what ARB_seamless_cube_map is for?

    Yes, I was talking about PCF. I know NVIDIA as support for cube shadowmaps, but I have the impression that they don't support PCF on cube shadow maps. Perhaps the most recent Nvidia hardware already...
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    Re: what ARB_seamless_cube_map is for?

    Like LanFox said, that was a great explanation. Thanks!

    One more question, what is the current support for bilinear filtering on cube shadowmaps? Nvidia as always supported bilinear filtering on...
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    what ARB_seamless_cube_map is for?

    I've read the GL_ARB_seamless_cube_map extension specification document but I couldn't understand very well what it does.

    As I understood, the extension provides the ability to perform automatic...
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    Re: glUniform is slow?

    I knew that state changes should be maintained to a minimum in OpenGL, but I never thought that it would be so important. I'll definetly have to do the kind of sorting you're talking about, Jan....
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    Re: glUniform is slow?

    Thanks for the confirmation.
    I've changed my engine to don't change the material when the last material is the same as the new one (should have done that before, duh), and that solved the problem in...
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    glUniform is slow?

    Hello. I've found that the glUniform instructions I use every time I change a material in my engine causes the program to slowdown. Currently I'm performing about 4000 material changes, each one with...
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