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Type: Posts; User: l_hrabcak

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    Buffers are not designed to be updated per draw...

    Buffers are not designed to be updated per draw call but per frame... In your case the texture buffer will be more suitable because you won't be limited by the 64K size and the 256byte alignment.
    ...
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    I have tried to render objects without terrain, i...

    I have tried to render objects without terrain, i have tried a simple shader with one texture channel too, all such test with the same result...
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    I have a lot of free memory and the workaround...

    I have a lot of free memory and the workaround works in full speed with the same set of textures...
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    OpenGL driver doesn't have time for such...

    OpenGL driver doesn't have time for such reordering. You should run your application under NVIDIA Nsight or AMD GPU Perf Studio and you will see. But there is another thing that it pretty common,...
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    It doesn't matter how big is the texture once it...

    It doesn't matter how big is the texture once it has mipmaps. I tested various formats compressed and uncompressed and the result was the same...
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    Thanks for you answer but it doesn't explain why...

    Thanks for you answer but it doesn't explain why this slowdown happens only in our object renderer. Terrain is much worse case and it runs with the same speed with one 2048 texture. I should try to...
  7. If you are updating the buffer frequently the...

    If you are updating the buffer frequently the most important parameter is the usage, in your case you should use GL_STREAM_DRAW. Alternative to D3DLOCK_DISCARD is GL_MAP_INVALIDATE_BUFFER_BIT but you...
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    Texture bind performance ?

    We encountered a strange performance slowdown in our object renderer on NVIDIA hardware. I didn't have mesh sorting by material id implemented yet; I knew that this could be issue but I thought it...
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    Re: Nvidia Dual Copy Engines

    I have to point out that this two step method is unusable on AMD cards because the glCopyBufferSubData function is very slow in their current OpenGL implementation.

    The best way how to deal with...
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    Re: Nvidia Dual Copy Engines

    Btw if you are referring to the "page resolver" here, you can resolve page IDs on GPU side and read IDs only. In this case the download should be a few kilobytes.
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    Re: Nvidia Dual Copy Engines

    It is really good to know that it works, thanks for testing.



    It's a big problem to report a bug to NVIDIA and to actually get an answer. So we cannot expect a help here, we are not the ID...
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    Re: Nvidia Dual Copy Engines

    Any volunteers for this test? :)
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    Re: Nvidia Dual Copy Engines

    Almost every buffer memory block with usage DYNAMIC or STREAM is page locked (pinned) memory. There are some limitations as for how much memory can be pinned, it all depends on current system...
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    Re: Nvidia Dual Copy Engines

    Hi guys,

    I have spent some time on this problem too, here are my findings.

    GeForce family cards are not able to do transfer and draw in one time in OpenGL!

    Here is the picture from NVIDIA...
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    Re: Readback texture from FBO (using PBO?)

    These unnecessary synchronizations in ATI driver weren't probably fixed. I've tested it on ATI Radeon 4850 with Catalyst 9.6 and I've found this:
    When I postpone the glMapBuffer for one frame I get...
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    Re: Enumerate Adapters

    Hey people about you talking?
    Only nvidia cards have the "advanced multimonitor support AMS". You don't need to set up witch card is primary (it just tell window virtual position of screen) just...
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    Re: Enumerate Adapters

    I don't known how to enumerate number of adapters but all nvidia card support "advanced multimonitor support" and if you enable it so than you will have all screens accelerated... ...
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    Re: Loading an openflight file using OpenGL

    It's not so easy... http://www.opengl.org/discussion_boards/ubb/redface.gif) I have my own reader but it's not finished now. If you want to write your own go to http://www.multigenparadigm.com ...
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    GL_NV_occlusion_query

    where i can find the description for GL_NV_occlusion_query extension?
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