Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Nowhere-01

Page 1 of 8 1 2 3 4

Search: Search took 0.01 seconds.

  1. http://www.opengl.org/discussion_boards/archive/in...

    http://www.opengl.org/discussion_boards/archive/index.php/t-175755.html

    it is possible, that you have the same issue.
  2. if you want to test how much time rendering a...

    if you want to test how much time rendering a frame actually takes, you should place glFinish() call at the end of the frame(don't forget to remove it afterwards, you shouldn't have it in final code)...
  3. i don't see much point discussing hardware...

    i don't see much point discussing hardware capabilities for that case. because OP is doing things utterly wrong and inefficient in the first place, nobody in the right mind implements multiple light...
  4. ok, yes, QT does double-buffering by default. ...

    ok, yes, QT does double-buffering by default.

    another problem i see is:


    and i don't see any matrix transformations. you are using legacy functions for drawing primitives. but i don't see any...
  5. you should call QGLContext::swapBuffers() at the...

    you should call QGLContext::swapBuffers() at the end of each frame.
  6. maybe that's because you didn't post actual...

    maybe that's because you didn't post actual opengl context initialization and drawing code?

    it may be lack of double-buffering or you setting 'Target Refresh' to '60' conflicts with V-Sync.
  7. it is, most likely, a driver thing. but it's not...

    it is, most likely, a driver thing. but it's not likely, that it affects performance of all opengl functions. so if you want it to be dealt with, you can locate specific functionality in your code,...
  8. Replies
    5
    Views
    496

    the comment in your code is actually correct and...

    the comment in your code is actually correct and you ignored it for some reason. glOrtho( -1,1, -1,1, 0, 1 ) is valid, in your case, it will draw everything with Z-coordinates in range of 0 to -1....
  9. in that case, you should disable features until...

    in that case, you should disable features until you nail down the functionality that causes the slowdown. i use OpenGL 3.2 context. nothing even remotely esoteric, just rendering VAO's with...
  10. Replies
    5
    Views
    496

    cause legacy OpenGL functions for transformation...

    cause legacy OpenGL functions for transformation operate in right-handed coordinate system. it means "camera" looks into negative-Z. even comments in your own code suggest drawing at z=-0.5, yet you...
  11. just switched from 314.xx to 320.18 and see no...

    just switched from 314.xx to 320.18 and see no measurable difference. i think you might check your control panel settings and run-throught your application with gDebugger with break on errors options...
  12. Replies
    5
    Views
    625

    well, his application shows 8 FPS in that scene....

    well, his application shows 8 FPS in that scene. even on a crappiest laptop with the scene like that, it should be a 3-digit number. i would like to see real source code just for the sake of...
  13. hmm... last time you visited amd developer...

    hmm... last time you visited amd developer central is may, 2nd. i thought that was the place you can report amd-specific bugs, but it's abandoned now. i have no idea about current state of the bug...
  14. Replies
    2
    Views
    687

    hey, thanks for sharing your code. i've already...

    hey, thanks for sharing your code. i've already implemented SSR at this moment. it has some problems. but the one that bugs me the most is because of non-linear depth and because i do it in...
  15. Replies
    5
    Views
    625

    it's not a question, stop spamming your site.

    it's not a question, stop spamming your site.
  16. Replies
    2
    Views
    687

    screen-space reflections

    hey, it's been a while since i asked here some question about implementation of something... and this is the case, cause i'm puzzled. before trying to implement i thought it was simple: just take...
  17. it's a good idea, although i think it would be...

    it's a good idea, although i think it would be better, if that behavior will occur only if debug context is active. cause i'm not sure about possible outcomes of those changes, especially for already...
  18. Replies
    6
    Views
    523

    first part of my post was rubbish, so i removed...

    first part of my post was rubbish, so i removed it.

    but the thing i would like to see is quite similar to your recent suggestion on this forum about gl_FragDepth and kinda related to this one. i'd...
  19. fixed. reason was wrong define in vertex shader,...

    fixed. reason was wrong define in vertex shader, so it used some code intended for skinned meshes. weirdly enough, it only slightly affected color.
  20. ping-pong between two FBO's small error

    hey, i was working on painting the terrain heightmap lately. so i used 2 fbo's, drawing a fullscreen quad with heightmap texture and a quad with a brush texture in front of it while painting....
  21. Replies
    1
    Views
    198

    second one is correct, if clamping is enabled for...

    second one is correct, if clamping is enabled for both S(x) and T(y) axes. first one is correct, if you enabled clamping only for S(x) axis.
  22. Replies
    2
    Views
    214

    could you elaborate on how exactly do you think...

    could you elaborate on how exactly do you think it forces you to allocate 512x512x512 dimensions? OpenGL doesn't have such limitations
  23. and what texture dimensions are causing trouble?

    and what texture dimensions are causing trouble?
  24. is your texture rgb(not rgba)? and it glitches...

    is your texture rgb(not rgba)? and it glitches only when texture width is not multiple of 4? in that case, it's because by default GL_UNPACK_ALIGNMENT is set to 4 and your texture should be either...
  25. Replies
    4
    Views
    361

    if you want someone to read this, you should...

    if you want someone to read this, you should format your code and use [ CODE][ /CODE] tags.
Results 1 to 25 of 193
Page 1 of 8 1 2 3 4