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Type: Posts; User: tdname

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  1. You said: "batch multiple bounding boxes into a...

    You said: "batch multiple bounding boxes into a single cumulated object". For me this is as "merge all VBOs into a single big VBO" (VBO formed by bousing_boxes)
    However to scale that cube I need to...
  2. In this case I need to waste many CPU cycles to...

    In this case I need to waste many CPU cycles to do matrices multiplication CPU-side.
    I'm using UniformBufferObject to pass once matrices to Shader (which will do all multiplications, GPU skinning,...
  3. I've tried Conditional_Render...but the result is...

    I've tried Conditional_Render...but the result is worst.
    Logic: with conditional_render I don't need a "First Pass" to: loop though objects, wait for queries result, set "occluded" variable to...
  4. ARB_occlusion_query has GPU limits: get max...

    ARB_occlusion_query has GPU limits: get max number of simultaneous queries supported by GPU: glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, maxCount)

    Occlusion test (pseudo-code):

    ...
  5. Yes, but it should be specially done in another...

    Yes, but it should be specially done in another function created for that purpose.
    All things could be done with a single and specific function...I'm just saying they could be "grouped" all in one...
  6. LevelOfDetails and all similar things... ...

    LevelOfDetails and all similar things...


    Nope, I don't forget that.
    Previously with ARB_occlusion_queries I was using threshold of 10 fragments to determinate when an object is enough visible...
  7. Using occlusion_queries I was using 10 pixels as...

    Using occlusion_queries I was using 10 pixels as threshold to be sure a sufficient part of the Model is rendered, so I've reduced the "buffer" size (FBO's size) to 1/5 (20%). This way is something...
  8. Occlusion Culling with FBO+PBO+glReadPixels_async

    Hello friends, I'm developing Graphic Engine from more than one year and I've tested more than few ways to do Occlusion Culling.

    Testing environment:


    nVidia Quadro FX 360M for notebook
    ...
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    To temporarily avoid sorting algorithm, I've...

    To temporarily avoid sorting algorithm, I've loaded only a big cube and a small sphere behind it. Even exchanging loading/rendering sort (from first to last, or from last to first) both objects are...
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    Of course. But without your explanation...

    Of course. But without your explanation ("disabling the depth mask doesn't mean a depth value used for depth testing isn't generated") queries behaviour was a mystery :D
    Thanks for clarification.
    ...
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    CHC seems great but at the moment I have many...

    CHC seems great but at the moment I have many other things to do, expecially because I don't use C++/VC++ but Delphi, so to implement CHC I would to convert all its source.

    However I've got other...
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    Yes, I don't understand why but now it works, but...

    Yes, I don't understand why but now it works, but I'm sure I've tested that way already before.
    However thx!

    Question: during async query waits (to get results), what "actions" are allowed...
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    Nope, depth_test is always enabled...infact the...

    Nope, depth_test is always enabled...infact the "grey bounding box" (which is not shaded due to colorMask to FALSE) visible in my screenshot is placed well in its right place and moving camera it...
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    Occlusion culling with ARB_occlusion_query

    I've tried many ways but I can't execute a good occlusion culling using ARB_occlusion_query extension.

    - glClear(...)
    - BEGIN WHILE for each object....
    --- frustum culling check
    --- if not in...
  15. I've found this discussion in other forum: ...

    I've found this discussion in other forum:

    Whaaaaaaaat??????? :confused:


    eyeSpace generated without ViewMatrix......unbelivable....

    Yes I can work testing varyous random changes: trying to...
  16. Now I've got right boudingSpheres position but...

    Now I've got right boudingSpheres position but wrong Radius (I tested this situation using a fixed radius of "0.0f" to physically view when the objects becomes visible or invisible in frustum, and...
  17. Of course, but I try to do my best ;) ...

    Of course, but I try to do my best ;)


    Impossibile to do that.
    The only way to extract Frustum planes is using also ProjectionMatrix to be in clip_space, so I need to execute objects...
  18. Thankyou Dark, now I've partially resolved. I've...

    Thankyou Dark, now I've partially resolved.
    I've started to read this article: http://www.codeproject.com/Articles/68243/Heresy-II-Why-4D-Homogeneous-Transform-Clip-Projec to understand homogenous...
  19. Sorry but my english is not very good and I...

    Sorry but my english is not very good and I havn't understood completly your first question.
    My function for frustum panels extraction I think it's the most common in the web: it uses PVM matrix and...
  20. Thanks for your quick answer. I'll try the...

    Thanks for your quick answer.

    I'll try the CPU-way. But the other problem still remains: my 6 frustum panels are extracted with PVM matrix. If I execute "isInFrustum()" check with only "MV"...
  21. Frustum culling, VBO and radius transformation for test

    I've tried thousand of combinations witout success.

    I'm trying to implement Frustum Culling with VBO.
    The passes are:



    VBO creation with vertices in object/local space (in other words:...
  22. I've changed all my code to use GLSL instead of...

    I've changed all my code to use GLSL instead of nVidia's CG.
    Now calling that function doesn't crashes my application.

    So I suppose CG's program_id is something different from GLSL's program_id.
  23. Transform Feedback with Delphi and nVidia CG

    Hello guys!
    I need to implement Transform Feedback in my application.
    I would like to use it to read (from CPU) new vertice's position after Vertex Shader Skinning (bones, vertices, weight, etc...)...
  24. Picking after Vertex Shader has changed vertex

    I'm trying to do Object Picking while I'm using Vertex and Pixel Shader.

    My Vertex Shader is applying Animation's Matrix which makes vertices to translate/rotate from bind_pose to...
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