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Type: Posts; User: heppe

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    glFramebufferRenderbufferEXT and glDepthMask

    if you have a secondary render target bound as in

    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, buffer);

    should it respect the state of...
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    Re: VBO Indexarray crashes on nVidia

    Now it's starting to look like multiple different bugs for the separate platforms. On each of the 3 crashing platforms, slightly different actions trigger the crashes. I believe I've identified...
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    Re: VBO Indexarray crashes on nVidia

    Using mesa3d software was on purpose. We wanted an implementation we could debug into to try to decode what was going on.

    It's possible that this is a different bug from the one that Jan...
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    Re: VBO Indexarray crashes on nVidia

    Was there ever any resolution to this one? I seem to be bumping up against a similar issue -- crashes GeForce, but survives Radeon. Here are the known data points in my case:
    GeForce 7300gs,...
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    pbuffer pixel formats

    we've found that on quadro cards, performance of GL_POINTS is extremely sensitive to the pixel format that is chosen. For example, I found that I got a 10x speedup by choosing a pbuffer that did not...
  6. Re: perspective correction for projected spotlights

    unless I'm missing something, I think we already have the w (or "q"), since we needed to compute it to project the points in the first place.

    You are right that we really should be using texgen...
  7. perspective correction for projected spotlights

    We are using a texture to get per-pixel attenuation for a spot-light effect. We are doing our own TexCoord calculation based on vertex locations relative to the "spotlight". The calculations are a...
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    pbuffers: to share or not to share

    my needs are simple. I want to save and restore the screen on windows. I create a pbuffer, and then use the "make current read" extension (wglMakeContextCurrentARB) along with glCopyPixels to copy...
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    Re: point light with per pixel lighting

    http://www.ronfrazier.net/apparition/index.asp?appmain=research/advanced_per_pixel_lighting.html

    http://www.ronfrazier.net/apparition/index.asp?appmain=research/per_pixel_lighting.html
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    Re: Strange Rendering Artifacts

    did you try
    glDepthFunc?
    glDisable( GL_STENCIL_TEST )?
    have you seen it on more than one graphics card?
  11. Thread: CSG with OpenGL

    by heppe
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    Re: CSG with OpenGL

    don't forget that full csg requires view-dependent sorting and depth peeling. you'll need multiple passes.
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    Re: OpenGL: Windows vs Linux

    it might have been true at some point in the past that gcc was slower than cl, but, my recent experience has been that it handily beats at least the msvc6 version. I took a set of custom cpu-limited...
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    Re: glCopyPixels for depth buffer

    I talked to Evan Hart at ATI, and he said that this looked like it might be a bug in the ATI drivers.

    One argument in favor of that conclusion is that the trashed area of the color buffer...
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    glCopyPixels for depth buffer

    I am using a pbuffer to quickly save/restore color and depth information. I am looking for something that will work on radeon (ideally on older radeons, too), which rules out ktx buffer regions and...
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    Re: glCopyPixels on Radeon?

    9700 or 9800 is what I had in mind. How is the performance relative to reading stuff back into system memory with glReadPixels?
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    glCopyPixels on Radeon?

    Does anyone know what the performance expectations of glCopyPixels to and from pbuffers would be on Radeon?

    We are looking for a replacement for wgl_arb_buffer_region/ktx_buffer_region, which ATI...
  17. Thread: help needed

    by heppe
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    Re: help needed

    The best starting point is probably the OpenGL Programming Guide (a.k.a. the "red book"). The next book I'd pick up is the Opengl Reference Manual (a.k.a. the "blue book). Here are the amazon...
  18. Thread: LOD and strips

    by heppe
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    Re: LOD and strips

    It is dangerous to assume what is and isn't common usage. It all depends on the data. We are routinely T&L limited in HOOPS (lots of small triangles in MCAD), but then again, we have static LODS. ...
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    Re: NURBS + Normals = Suicide

    lighting that appears either too light or too dark is often the sign of normals that need normaizing. Try glEnable( GL_NORMALIZE) as a workaround.
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    Re: Regional Transparency

    There's also glColorMask, which could be useful here (e.g. with args false,false,false,true).

    (why do I have images of kids playing duck duck goose running through my head?)
  21. Thread: flat shading

    by heppe
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    flat shading

    what is the best way to do flat shading?

    It may sound simple, but consider that tristrips may reference vertices more than once, each time taking its normal from a different associated face. ...
  22. Re: GL_TRIANGLES and GL_QUADS ->Problem with Smooth Shading..

    the only way to get rid of that is by introducing a new vertex in the center. It's the exact same problem in color space as trying to fit a plane to 4 nonplanar points in R3.
  23. Re: Driver problems when using glReadPixels(...GL_DEPTH_COMPONENT..) with gluUnProject?

    &worldx, &worldz, &worldy
    ?
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    Re: Regional Transparency

    hardware support for overlays is indeed spotty (e.g. Radeons have none at all).

    3d models on 2d backgrounds... so what's keeping you from doing normal alpha blending?
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    GLX_ARB_buffer_region?

    Does anyone know if there is ever going to be a GLX equivalent to WGL_ARB_buffer_region? I know that mesa has ktx_buffer_region, but that one is a bit ill-specified.
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