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Type: Posts; User: HenryR

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    Re: devicedriver_position@opengl.org

    Well, yeah, but my point was that perhaps computer science as it stands now has too broad a base. I don't mean to suggest getting more *specific* in the teaching (until the last year perhaps), but...
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    Re: devicedriver_position@opengl.org

    Do you guys think it is possible in a computer based degree to provide adequate levels of both computer *science* and computer *engineering*?

    My university course falls between two stools. We...
  3. Thread: Question

    by HenryR
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    Re: Question

    Unfortunately, feedback only returns information on vertices, as far as I can tell - i.e. feedback is performed before rasterization which is not what I need.

    I'm trying, as part of a university...
  4. Thread: Question

    by HenryR
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    Question

    Is there any way to determine whether any pixels passed the z-test, say between the last glBegin() / glEnd() pair? My instinct says no, but it would be extremely useful to my final year thesis, so I...
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    Re: We're playing a guessing game...no?

    Well, uh, maybe it would. But it wouldn't be constant across different pieces of hardware, different drivers or even different parameters passed to the same function. It all depends on context, which...
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    Register Combiner Confusion

    So I'm missing something. My register combiner code *should* just draw a white pixel everytime:



    But it doesn't. It seems dependent on the first combiner (if I leave the first combiner...
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    Re: Want to try my demo?

    Hi,

    None - 1615
    UV - 1460
    Color - 1171
    Both - 1018

    GeForce 2 Ultra on an Athlon 900, running 6.50 drivers on W2K Pro.

    Again, English keyboard - problem with console. Pressing the ' key...
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    Re: glMultMatrixf(GLfloat *m ) is back.

    I believe (although don't assume I'm right) that having a matrix type as float[4][4] does not guarantee that the memory is contiguous. Essentially your matrix may be an array of four float pointers,...
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    Re: A little help with VAR....

    Just wanted to check something Matt: when you said
    "Writes to cached memory _would_ be slow" - should that be uncached memory? (I think so, otherwise why use write combiners - surely the memory...
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    Re: A little help with VAR....

    Thanks for all the replies. I fixed it eventually. The problem was not allocating AGP memory for vertex coords, texture coords and RGB coords, and also not calling glVertexArrayRange over the whole...
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    A little help with VAR....

    Hi,

    I've been playing with VAR to see what the speed-ups are like. Unfortunately, I can't seem to get it working properly.

    My test case is this:

    1024 particles, 2 triangles each, drawn by...
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    Re: Yet another OpenGL error!!!

    Just to be on the safe side... are you including stdlib.h before glut.h?

    If this doesn't work, try manually inserting #include <stdlib.h> at the top of glut.h.

    HTH,

    Henry
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    Re: Can it be faster?

    1. 1st fundemental law of real-time graphics: don't draw what you can't see. On closed polygonal meshes, faces whose normal points away from the camera ('backfaces') will be obscured by other faces...
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    Re: GF3 vertex shader perfomance is slow?

    Unreleased card + pre-release drivers = don't believe anything yet.

    I can't believe this is a realistic measure - remember the workload is being taken off of the chip onto the GPU...

    Henry
    ...
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    Re: Simple lighting questions

    Depends on the type of lighting.

    A quick recap:

    Two kinds of lighting (unified into one equation) are used by OpenGL, to accommodate for different reflectivity characteristics. Diffuse...
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    Re: Pixel shaders for GL?

    I understand that vertex shaders are accelerated in DX8 on GeForce class hardware. Pixel shaders aren't, in my drivers (shame!). I heard rumours that later driver versions will expose that...
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    Re: Pixel shaders for GL?

    It doesn't show up on my GeForce2 Ultra, with 6.31 drivers...a post on another mailing list from a guy at NVidia seemed to indicate that it wasn't yet exposed.

    Henry
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    Pixel shaders for GL?

    This is probably offtopic, and I'm not sure anyone will be able to answer on a message board, but...

    Does anyone know of any extension plans to implement pixel shaders in GL? NVidia have had a...
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    Re: How Expensive are redundant State Changes?

    Incidentally, I just finished writing a little wrapper for gl (20mins coding, not as long as I thought) that caches state on the application side. With a few test runs, I saw about 70% redundancy in...
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    Re: How Expensive are redundant State Changes?

    Fair enough. Time to spend a couple of hours wrapping GL - that little portion of it which I use.

    If one retains the semantics and types of the original gl* calls, I can't see using a wrapper...
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    Re: How Expensive are redundant State Changes?

    Thanks for the replies. I'd be interested in knowing, if possible, why they can be so bad.

    Thing being, I now may have to litter if..else clauses all around my renderer, or actually write a...
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    How Expensive are redundant State Changes?

    Title says it all really. Are redundant state changes (i.e. setting state that is already set) caught by the driver before causing a hardware flush? I kind of assume they are, so the only overhead in...
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    Re: Optimal Vertex Array Size

    Hi,

    Thanks for the replies - Matt, I'll e-mail you shortly about the cache coherence stuff, if that's ok.

    I'm using CVAs at the moment, although I don't see performance gains with them -...
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    Re: Optimal Vertex Array Size

    Hi,

    Thanks for the reply. Although I forgot to mention it, the app isn't fill rate bound - like you say, window size doesn't make any difference (until we get to the very high resolutions).
    ...
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    Optimal Vertex Array Size

    Hi,
    At the moment I'm involved in producing an engine as part of a contracted project. The program needs to draw about 20-30 meshes whose polygon count totals around 100,000. I wondered if anyone...
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