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    The default is set for maximum efficiency. This...

    The default is set for maximum efficiency. This is the case where your MODELVIEW transform does not contain any scales or shears (just rotates and translates).

    If you do use scales in your...
  2. Is frameWidth

    Is frameWidth <= 1024 && frameHeight <= 1024 and the last arg to glTexSubImage2D() always a non-null pointer which has at least the appropriate size (frameWidth * frameHeight * 4).
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    The second should define the radius yes.

    The second should define the radius yes.
  4. No, that's not a safe assumption. It depends on...

    No, that's not a safe assumption. It depends on what you're doing. If you're using the geom shader to unconditionally create more work, then maybe. But if you're using the geom shader to...
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    No. VAOs are a half-way bandaid (that can...

    No. VAOs are a half-way bandaid (that can improve perf on NV BTW). But bindless vtx attribs are a faster/cleaner solution for the problem, on NV at least. No bazillion VAO blocks floating around...
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    What you're referring to is 4.3 core profile. In...

    What you're referring to is 4.3 core profile. In 4.3 compatibility profile, there's no such restriction. Compat profile is the default.

    I'd fully expect that GLUT would not work with core, so...
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    This is the classic "position from depth"...

    This is the classic "position from depth" problem, and there's a bunch of stuff our there on the net (just websearch for it). Matt Pettineo for instance has some good blog posts on this. If you...
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    Agreed. It is funny to watch the animations...

    Agreed.

    It is funny to watch the animations blast past at ludicrous speed.

    ...but not so much fun when you end up having to fix that behavior in someone else's code. So, just say no -- don't...
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    Even better is to not define your animations in...

    Even better is to not define your animations in terms of framerate, as it may vary and in fact be completely dynamic per frame when you're free running (running not synced to vblank, which can be...
  10. GTX440? I don't think there is such a beast, is...

    GTX440? I don't think there is such a beast, is there? Maybe you mean GT440. To see which you have, bring up "nvidia-settings" (or NVidia control panel). The GPU 0 tab will tell you what you...
  11. It was Vietnamese spam for an A/C service...

    It was Vietnamese spam for an A/C service company. I just spamblocked the guy. If you see any more such nonsense and want to see what it says, go to http://translate.google.com, select "translate...
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    Like I said glTexImage2D is alloc and fill (think...

    Like I said glTexImage2D is alloc and fill (think malloc+memcpy). glTex"Sub"Image2D is fill only (think memcpy). So the latter does not allocate. It merely replaces the contents of some/all texels...
  13. Well, part of learning to optimize GPU rendering...

    Well, part of learning to optimize GPU rendering is getting familiar with the various ways you can get bottlenecked and what to do about them. You can get bottlenecked on your app side (solution:...
  14. For instance: glBindAttribLocation(...

    For instance:


    glBindAttribLocation( pgm_handle, 0, "my_attribute_0" );


    Vertex attributes are a limited resource, and they are indexed by attribute locations 0..(N-1).
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    glTexImage2D = allocate and populate texels...

    glTexImage2D = allocate and populate texels
    glTexSubImage2D = populate texels only

    glTexImage2D can be made to allocate only by passing a NULL pointer to the pixels argument if you want.
    ...
  16. Foobarbazqux, I've deleted your post. Knock off...

    Foobarbazqux, I've deleted your post. Knock off the vulgar language and name calling. You're free and encouraged to cite your own opinions, but please keep it civil. Cite facts or experience as...
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    For best efficiency, look at using instanced...

    For best efficiency, look at using instanced rendering.

    With that, you don't respecify how to draw a cube over, and over and over... You specify it once, and then just provide instance variation...
  18. Hmm. I too would be curious as to what use cases...

    Hmm. I too would be curious as to what use cases would make VAOs slower than raw pointer and enable calls. Changing the VAO state every time perhaps? I wonder if he actually applied them properly....
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    Look in the GL 4.3 spec...

    Look in the GL 4.3 spec and search for "texture min lod". After a few hits you'll end up in Section 8.14 titled Texture Minification.

    Look at figures 8.4-8.6 on pgs. 250-251. See subsequent...
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    carsten already gave you some good tips. So just...

    carsten already gave you some good tips. So just a few more thoughts. First, you have several caches: CPU memory and GPU memory, with different sizes. You don't have to have everything loaded onto...
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    For each texture unit you need to say which...

    For each texture unit you need to say which texture you're operating on, that that unit is enabled, how to sample from that texture, and how to combine what you get with the accumulated result(s)...
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    Add -lGL to the link line. For instance: ...

    Add -lGL to the link line. For instance:



    g++ -o tst tst.C -lGL


    Depending on what your program uses, you may also want -lglut -lGLU -lGL.

    If you still get some undefined gl* symbols,...
  23. That's interesting. Had never heard of it. But...

    That's interesting. Had never heard of it. But I see now it's because it's one of the goodies coming back to us from GL-ES that I haven't read up on: ARB_ES3_compatibility. And supported on my...
  24. To your question gonkgonk, let me also mention...

    To your question gonkgonk, let me also mention one gotcha on the above comment, as it is not legacy. It is applicable regardless.

    Whether you're using client arrays or VBOs (with binding or...
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    Wow! It's been a long time since I've done...

    Wow! It's been a long time since I've done texturing without shaders. Hmm. Let's see.

    The above looks fishy. Seems to say that you're setting the albedo MODULATE and the depth texture compare...
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