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Type: Posts; User: Mustard

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  1. Replies
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    Not sure what you are trying to do. z value is...

    Not sure what you are trying to do. z value is normally the depth as tonyo_au said. y value is normally height.

    But if you are trying to simply color objects with a gradient going from green to...
  2. While I am fairly new at OpenGL myself, as far as...

    While I am fairly new at OpenGL myself, as far as I know OpenGL has nothing to do with how you change/move things in your scene it is only meant to render/draw the scene you give it. I'd assume this...
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    Shader run time

    I'm back for more. This time I'm confused by some results I'm getting while measuring performance on my shaders. The interesting part of my shader looked like this:


    for(int i = 0; i <...
  4. Thread: Clearing SSBO

    by Mustard
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    That makes perfect sense (and more importantly...

    That makes perfect sense (and more importantly works). Thanks again.
  5. Thread: Clearing SSBO

    by Mustard
    Replies
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    765

    Clearing SSBO

    My current project ran into a small issue. I have a shader storage buffer i'm using to transfer information from one shader to another. The first shade writes to the buffer using += on the elements...
  6. Thread: 3D Images

    by Mustard
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    3D Images

    I'm back with another basic question.

    I'm trying to use 3D images in my compute shader to store information later used by my fragment shader. This worked fine while it was a 2D image but now it is...
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    Issue has been resolved. It turns out I was...

    Issue has been resolved. It turns out I was binding my images incorrectly and ending up with conflicts between my shadow map texture and two images I was using.
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    Compute shader unresponsive

    I'm working with a compute shader and using a shadowMap to read from. However when ever I try and read from the shadowmap the shader stops working but I get no errors.

    To clarify my shader is...
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    Progress... of a sort... I edited my shader so...

    Progress... of a sort...

    I edited my shader so pos was actually being read somewhere and suddenly the length is no longer 0. However... weird things are happening...

    So my new shader looks as...
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    I've started simplifying my code in order to try...

    I've started simplifying my code in order to try and ensure that nothing else is getting in the way. But I still can't get it to work and I guess it is because I'm failing to understand some part of...
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    Ok. So I need to add a call: ...

    Ok. So I need to add a call:

    glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, buffer->getHandle(), 0, sizeof(vec3f)*buffer->getPositions()->size())

    before the glDispatchCompute() but after the...
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    First of all thanks for the responses thus far. ...

    First of all thanks for the responses thus far.

    However I'm still getting a size of 0 on my pos array.

    Am I missing any key calls that I should be making?

    For the creation of the buffer I...
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    glGetError() returns GL_NO_ERROR (0) if no error...

    glGetError() returns GL_NO_ERROR (0) if no error has been recorded. And my check is:

    GLenum result;
    result = glGetError();
    if(result) {
    ....
    //Error print
    ....

    return false;
  14. Replies
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    So my call to glBindBufferRange should be moved...

    So my call to glBindBufferRange should be moved to compute() and replace the glBindBuffer call?

    Also I'm checking for GL errors at the end of the setBuffer() and I'm getting nothing. Shouldn't I...
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    If I understand what you're saying...

    If I understand what you're saying glShaderStorageBlockBinding does nothing to effect the program, at least not the way things are set up right now, and I need a call to glBindBufferRange to bind the...
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    Compute shaders and buffer objects

    First of all I don't really have any major experience with OpenGl so I might have done some real rookie mistakes.

    I'm currently working on a project where I need to send 3 groups of around 100,000...
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