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Type: Posts; User: Eric Lengyel

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    I know I've heard of some using it (other than...

    I know I've heard of some using it (other than C4), but I don't remember exactly which ones off the top of my head.



    Please email me (my last name at terathon.com).
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    The view direction isn't really modified, but...

    The view direction isn't really modified, but yes, you can think of the position of the screen being skewed away from the center. The only place I've seen this used is in stereo projections where two...
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    There are two meanings for the word "oblique"...

    There are two meanings for the word "oblique" here. In the wiki article you first cited, the word oblique means that the view frustum is off center, but the near and far planes are both still...
  4. Re: How to delete a texture which is on a quad?

    Aren't there any moderators who can move this kind of thread out of the ADVANCED forum?
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    Re: GLSL equivalent of glPolygonOffset

    All Nvidia hardware performs polygon offset at the fragment level during rasterization. It does not apply the offset to the vertices because that would result in inconsistent offsets after...
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    Re: GL_EXT_depth_bounds_test

    Depth bounds test is supported directly in hardware on all GeForce GPUs in existence from the GeForce FX 5900 onward. It is part of the Z-cull hardware where it can operate at tile granularity and...
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    Re: Accumulative motion blur at 30fps

    Also see "Motion Blur and the Velocity-Depth-Gradient Buffer" in Game Engine Gems 1.
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    Re: GL_EXT_discard_framebuffer

    Now if only either EXT_discard_framebuffer or APPLE_object_purgeable was actually available on NV and AMD desktop hardware for PCs.
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    Re: GL_EXT_discard_framebuffer

    My motivation for tweeting about this is related to SLI on desktop systems. I want to be able to tell the driver that I'm never going to use the contents of an FBO rendered during one frame as a...
  10. Re: Best Way for LOD, destructable voxel Terrain

    I think you would find the Transvoxel Algorithm interesting. It was designed specifically for stitching together voxel terrain geomipmaps quickly and robustly.

    http://www.terathon.com/voxels/
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    Re: Official feedback on OpenGL 4.0 thread

    Maybe. But UBOs are not available across all hardware I need to support (SM3+), and using UBOs is not guaranteed to be the fastest path. Something with the same effect as glProgramEnvParameter*()...
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    Re: Official feedback on OpenGL 4.0 thread

    Here's one more vote for DSA in the core.

    ARB_explicit_attrib_location is nice. Now if we only had ARB_explicit_uniform_location (including samplers) as well for all shader types, we would finally...
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    Re: Official feedback on OpenGL 3.2 thread

    In other words, Nvidia's drivers work correctly. The test app was made for ATI devrel.



    We do things to the mipmaps other than standard box/tent filtering.
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    Re: Official feedback on OpenGL 3.2 thread

    I still use assembly shaders whenever possible because the compile times are so much faster, and the C4 Engine generates shaders on the fly. I love Nvidia for the awesome effort they put into...
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    Re: Official feedback on OpenGL 3.2 thread

    Neither. We generate the mipmaps off-line and store them in resources.

    Here's a test app (with source) for the array texture bug:

    http://www.terathon.com/c4engine/TextureArrayTest.zip

    Under...
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    Re: Official feedback on OpenGL 3.2 thread

    Why would you? Outside of some form of gimmick, I can't think of a reason why you would need this. [/QUOTE]

    We actually allow this kind of material assignment for the voxel terrain system in the...
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    Re: Official feedback on OpenGL 3.2 thread

    Please give an example of a GPU currently in production that supports OpenGL 3, but does not have alpha test hardware.
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    Re: Official feedback on OpenGL 3.2 thread

    I should mention that there is at least one case in which alpha test hardware is very important: when rendering a shadow map with alpha-tested geometry. Since the shader used for this is almost...
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    Re: Official feedback on OpenGL 3.2 thread

    This is not a good extension. Or, let me put it another way. The idea behind the extension is good; the particulars are not.

    Implementing this extension without dedicated hardware for it requires...
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    Re: Official feedback on OpenGL 3.2 thread

    Sorry about being harsh. I'm just very frustrated with some of the design decisions being made in OpenGL 3, and that has put me on kind of a short fuse when it comes to people telling me that things...
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    Re: Official feedback on OpenGL 3.2 thread

    Not true.[/QUOTE]

    Why do you feel you are qualified to tell me that my statement is not true? Do you write drivers for Nvidia or AMD? We have now given you the actual hardware register numbers...
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    Re: Official feedback on OpenGL 3.2 thread

    Solution to this is using R or RG textures with GL_EXT_texture_swizzle.
    IMO, once this ext. is in core we don't need I,IA,A textures.
    Would be nice to promote this extension to core one day....
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    Re: Official feedback on OpenGL 3.2 thread

    You don't know what you're talking about, and you're speaking to a long-time OpenGL expert as if he's some ignorant newbie. (And you seem to have some confusion between alpha testing and alpha...
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    Re: Official feedback on OpenGL 3.2 thread

    I understand why most of the deprecated features in OpenGL 3.x were deprecated, but there are a few that don't make sense to me. Could someone on the inside please explain why the following features...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    While I agree with the decision to deprecate almost everything on the list in Appendix E, there were a few items whose removal didn't make sense to me: quads, alpha test, and the luminance /...
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