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Type: Posts; User: dv

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  1. Replies
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    With "switch quickly between them" you mean...

    With "switch quickly between them" you mean attaching them once, and then just setting the one to be used with glDrawBuffer() ?
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    FBO performance: who is right?

    Hello,

    years ago, I saw Simon Green's presentation, which showed recommendations for FBO performance. The relevant slide is nr.29 from...
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    Re: glBindBuffer, glBindTexture w/ name 0 deprecated?

    NOTE: I am talking about OpenGL 3 forward-compatible profile (as in, nothing deprecated allowed).

    gDEBugger complains about using non-generated GL names, referring to the name 0. It claims this is...
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    glBindBuffer, glBindTexture w/ name 0 deprecated?

    Hi,

    I have noticed that glBindBuffer(target, 0) and glBindTexture(target, 0) are nowadays considered deprecated.

    This is a bit suprising, and several questions arise.

    1) Assume I render to a...
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    Re: glCompressedTexImage without specifying data?

    Well, glCompressedTexSubImage exists..
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    glCompressedTexImage without specifying data?

    Hello,

    I can use glTexImage without specifying data to initialize an empty texture, which I can later will with glTexSubImage. Can I do the same with glCompressedTexImage? It is not documented...
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    Re: GetUniformLocation vs. GetUniformIndices

    Interesting, then it is a coincidence that both return the same values with my nVidia card?
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    GetUniformLocation vs. GetUniformIndices

    Hi,

    with glGetUniformLocation(), I can retrieve an index for *one* uniform. With glGetUniformIndices(), I can do the same, but also for >1 uniforms.

    However, if I just want to retrieve one...
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    Re: Deferred shading w/ fbo_multisample

    Well, certain channels do fit somewhat for multisampling. Linear Z for example, or albedo. Position fits as well, if the positions lie in view space (because then, X and Y are always aligned to the...
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    Deferred shading w/ fbo_multisample

    Hi,

    I want to use framebuffer_multisample and framebuffer_blit for AA with deferred shading. The idea is to render all the g-buffer contents (normals, eye-space positions, material indices etc.)...
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    Re: UBOs and instancing - nvidia driver bug?

    Ah, so, with the second snippet I need to bind the UBO several times, once per array element, to different binding points? I didn't try that yet, I only used one binding point, and created one UBO...
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    Re: UBOs and instancing - nvidia driver bug?

    Actually this syntax is shown as an example in the GLSL 1.50 specification, on page 36 (section 4.3.7 Interface Blocks). This is why I am puzzled - it seems to be a valid expression!
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    UBOs and instancing - nvidia driver bug?

    Hi,

    I recently tried to use uniform buffer objects for storing instance data, but had several problems along the way.

    This is the current vertex shader, it works nicely now:



    #version 150...
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    Re: UBO poor performance [GL 3.1]

    I see. So, for instance when I want to stream instancing data from somewhere, std140 would be beneficial since I could simply copy the data into the UBO instead of many small copies to the respective...
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    Re: UBO poor performance [GL 3.1]

    By the way, I am a bit confused about the std140 layout. It seems MUCH more practical than the regular one, not requiring tons of queries etc. But it is safe to use std140 all the time for UBOs with...
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    Re: Instancing, Batching, and Conditional Rendering

    Indeed, great answer, thanks!
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    Instancing, Batching, and Conditional Rendering

    Hello,

    I've been wondering how to combine these three techniques using OpenGL 3.2. Instancing and batching is not that hard, assuming one wants deferred shading, which factors out lighting. Then,...
  18. Thread: OpenGL 3 Updates

    by dv
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    Re: OpenGL 3 Updates

    We were promised that GL3 would be a clean break, a fully cleaned up API, with NO components of earlier GL versions. Functionality isn't really the issue - the API itself is.

    What we got instead...
  19. Thread: OpenGL 3 Updates

    by dv
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    Re: OpenGL 3 Updates

    Great. Khronos just killed OpenGL. Microsoft will win. Eventually, nvidia and ati will drop OpenGL support altogether, and hardware-accelerated 3D will only be possible on consoles and Windows.
    ...
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    Re: OpenGL 3.0 Specification ?

    I hope OpenGL 3.0 didn't die before it got released. This silence is not a good sign however.
  21. Thread: OpenGL 3.0

    by dv
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    Re: OpenGL 3.0

    Yes, it is disappointing indeed. They don't say ANYTHING. No "we need some extra time", no "it's delayed", no "hang on" ... NOTHING. Come on guys, talk to us :)
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    Re: Single-pass render to cubemap

    The geometry shader spec. Ah! I only looked into the FBO and texture array specs. *doh* :)

    Thanks for the info!
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    Single-pass render to cubemap

    Hi,

    I continue to stumble upon rants that with geometry shaders single-pass rendering to cubemaps becomes possible.

    Question is: how exactly?

    I know the EXT_texture_array extension, and that...
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    Problems with PBOs and frame grabbing

    Hi,
    I wrote code for grabbing some screenshots using a PBO. it works well - but only with certain window sizes. 800x600 works fine. With 961x713, the PBO contains only black pixels. 1268 x 942 works...
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    Re: framebuffer object - height reversed

    Ah, I see. I guess simply multiplying the 2,2 value of the projection matrix by -1 should do, right? (The matrix' topmost member being 1,1.)
    With this stuff works now with 2D framebuffers, but I...
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