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Type: Posts; User: Zenja

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  1. Linux OpenGL application runs slower on second run after restarting X

    I've got a very unusual problem under Linux in a dual screen combination (second screen on top, at 1920x2160 resolution). When I start my OpenGL application remotely (via xinit myapp), everything...
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    GDebugger let's you trace all OpenGL calls,...

    GDebugger let's you trace all OpenGL calls, effectively reverse engineering the app... How else do you think the driver writers learn how to optimise their drivers per application. The 160Mb driver...
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    We'd actually like to use the silicon on our...

    We'd actually like to use the silicon on our systems. You know, bptc, tesselators, etc. Also, we'd like to see our lighting shaders work on GL core profile, you know, the same shaders which work well...
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    Moutain Lion (10.8) OpenGL version

    I haven't seen it reported elsewhere on the net, but now that Mountain Lion (10.8) has been released, here is the OpenGL version info for the Core profile:

    [OpenGL Renderer] NVIDIA...
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    Poll: No noticeable performance gain (

    No noticeable performance gain (<1%) on Linux 3.2.8, 4.2 compatible profile, AMD HD 6350
  6. Thread: Library for BPTC

    by Zenja
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    nVidia texture tools have a TGA->BC7 encoder...

    nVidia texture tools have a TGA->BC7 encoder (http://code.google.com/p/nvidia-texture-tools/downloads/detail?name=bc7_export.zip&can=2&q=)
    It is very slow. A single 1920x1080 image takes around 70...
  7. AMD catalyst Point sprites breakage with transition from OpenGL 4.1 to 4.2

    [EDIT] Problem resolved. It appears that AMD 4.1 drivers were in conflict with the spec, and 4.2 drivers fixed the issue. Post left for reference.


    Summary: OpenGL 4.2 drivers, point sprites no...
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    Re: What was wrong with the old API?

    I didn't keep the link anywhere. I think it was on gamedev article and the person admitted that he didn't render anything extensive.

    I found that slide while searching. I also found that post in...
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    Re: Avoid glClear( GL_COLOR_BUFFER_BIT )?

    Getting back to clearing the colour buffer (GL_COLOR_BUFFER_BIT), under Linux Radeon HD6xxx system with Catalyst 11.08 drivers, I've noticed that when I clear the colour buffer, I get 97.800003 fps,...
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    Re: OSX GL3.2 and VAO

    To get OpenGL 3.2 core support, you need to include the gl3.h header, and specify the NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core attributes when initialising the view. There is a Apple...
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    GPU/CPU shared memory

    Hi everyone.
    I'm developing a custom application on AMD fusion platform, which shares GPU and CPU memory. I've discovered a weird quirk related to memory buffer access.

    1) initialise OpenGL...
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    Re: Core slower than Compatibility (Linux)

    I was trying to be diplomatic :) But 9 times out of 10, I do end up discovering a problem with my implementation. I'm just playing the odds (my code is wrong 90% of the time), but I do agree with...
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    Re: Core slower than Compatibility (Linux)

    Yes, I've found Apple less forgiving for non-compliance to the spec. One thing I've found on Lion is that my lighting equations are oversaturated (always white) on Lion (core profile), while on the...
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    Re: Core slower than Compatibility (Linux)

    It appears as if the driver writers took the shortcut of implementing the Core profile ABOVE the legacy driver. It checks the API calls, then forwards the call to the legacy layer. The extra checks...
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    Core slower than Compatibility (Linux)

    Hi everyone.
    I've run into an issue with AMD Linux drivers (11.05). When I initialise my test application to use the 4.1 Core profile, we get approx 44 frames per second. However, when I...
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    Re: Apple capability matrix updated for MacOS 10.7

    The weirdest puzzle is why 3.2 and not 3.3, since there isn't any hardware requirement between them. 3.3 allows the shaders to use in/inout/out instead of attribute/varying/uniform keywords, which...
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    Re: GLSL 3.30 vs 1.50

    Considering that laptop drivers come from manufacturer, you're most probably dealing with Win7 drivers. The stock AMD/nVidia windows driver will not work (it asks you to use manufacturer supplied...
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    Re: GLSL 3.30 vs 1.50

    You're fortunate to not have to deal with laptop drivers. The nVidia/AMD supplied drivers will not work for laptop chipsets, instead you have beg HP/Dell/(whoever) to update their laptop GPU...
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    Re: GLSL to GLSL ES translation

    You need to write to the built in variables (eg. gl_FragColor)
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    Re: OpenGL 3.2 vs. 3.3?

    The ironic bit about OSX OpenGL > 3.x support, is that the iPhone developer kit (and simulator) support OpenGL ES 2.0, which is 90% of the OpenGL 3.2 core profile. Snow Leopard already renders that...
  21. Re: vertex buffer objects and elded vs unwelded vertic

    Your assumption is correct. If you dont have textures, use welded vertices to conserve memory. If you do use textures, unweld some of them since the texture coordinates *may* differ. OpenGL has no...
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    Re: The nature of GL_POINT

    If you have a look at any diagram which shows the OpenGL pipeline, after the vertex processors you have primitive assembly, which takes the end transformed vertices and generates primitives (points,...
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    Re: How to calculate TBN matrix

    An excellent tutorial with working C code is available at the following address:

    http://www.terathon.com/code/tangent.html
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    Re: Skeletal animation, 2D to 3D

    Just to let you know that when you finally get 3D skeletal animation working (parsing a file for keyframe data, doing all the transforms, and skinning using a shader), you will feel an enormous...
  25. Thread: GUI

    by Zenja
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    Re: GUI

    Implementing a GUI using OpenGL is not exactly rocket science (it's actually relatively straight forward), there are many home grown solutions, and if you want something a bit more fancier (eg. with...
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