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  1. Thread: Feedback window

    by hlewin
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    2,107

    I would be hesitant of a public two-way dialogue....

    I would be hesitant of a public two-way dialogue. A one-way dialogue would enable whoever had an open ear to make a cross collecting the statistics of what is wanted by developers and maybe make a...
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    Okay. Thank you. I've often asked myself the...

    Okay. Thank you.

    I've often asked myself the question if there're documents publicly available that describe the actual functionality of graphics-hardware in how they work exactly. There seems to...
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    I cannot help myself but post this: This really...

    I cannot help myself but post this: This really sounds clever.
    Sorry - no idea...
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    That's clear. Nonetheless the extension you...

    That's clear. Nonetheless the extension you linked is a proof that thought has already been spent on the issue be it for whatever reason.
    Altough - that's an oppinion - I'd say that - if going to...
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    Setting blending-function in GLSL

    Hello!

    Would it be possible to set the blending-functions to be used for a fragment from withing a fragment shader to allow constructs like


    if(someCondition) gl_DstBlendFactor = X;
    else...
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    I could nearly fix this by using a...

    I could nearly fix this by using a highp-precision qualifier. The strange thing is this seems to be caused by a quite simple calculation:
    Delta = (scalar1 - scalar2) / 4.0
    and not by the...
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    Didn't seem to be worth the trouble, you're...

    Didn't seem to be worth the trouble, you're right. I'm sorry.
    That few mb of additional memory that could potentially have been saved won't hurt so much I guess.
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    Single buffered rendering

    A while ago I wanted to try out single-buffered rendering under Windows as the final Screen-Rendering would have been a simple full-Screen-quad with a texture representing the whole Scene. I created...
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    I tried increasing the Resolution of the map -...

    I tried increasing the Resolution of the map - which look better: no question... But those Patterns remain. Can those be caused by numerical instability of the ray-intersection function?
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    Sampling Artifacts

    Sampling from a 3d-noise-map doing ray-marching in a fragment-shader I ran into strange noisy artifacts when zooming in. Are those simply because the noise-map's resolution isn't high enough? When...
  11. I'm excluding approaches that seem too limited...

    I'm excluding approaches that seem too limited for currently produced / planned hardware in my eyes. This thread is about future suggestions for OpenGL.
  12. My guess would be - at least in the long run -...

    My guess would be - at least in the long run - they are defineable. It is not only yet existing Hardware which may or may not have difficulties handling different component- and byte-orders. Maybe...
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    What about generating the mipmaps...

    What about generating the mipmaps one-level-per-Frame?
  14. I would just say "I'll try" but there is no...

    I would just say "I'll try" but there is no comitee as such for the hardware-vendors (they make extensions and then comes the comitee).
    Nonetheless I just cannot miss the opporunity to say that...
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    About what 3 Frames on what do we talk here?...

    About what 3 Frames on what do we talk here? Looking at the data of the bus-System does not imply that those are in the higher MHz scale. Assuming that the GPU is able to do 50-60 Frames per second...
  16. You're right. I'll write a Spec-Feedback on...

    You're right. I'll write a Spec-Feedback on this... ;)


    You're right - I was jumping over the 3.x Targets, but: Is this actually a hardware issue?
    I have to wonder as I don't see any difference...
  17. That's why glGetSubTexImage is missing. One has...

    That's why glGetSubTexImage is missing. One has to copy the whole thing but only wants a few bits.
    That leads to: Ignore the case when sampling from the texture and make the texture-data transparent...
  18. Render to buffer / BufferTexture / Buffered Texture / read multisampled

    Why can only textures be attached to Framebuffers and textures not be buffered transparently? Or why can renderbuffers not be read from directly via GetBufferSubData and there is no GetTexSubImage?...
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    Either you're writing very small text or we're...

    Either you're writing very small text or we're talking about different things. A screen full of text isn't likely to consist of more than a few thousand words at maximum - regardless in which...
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    Let's see if I understand the problem: You have...

    Let's see if I understand the problem: You have to render some text. This requires to compute Mipmaps when a new text-line is encountered. And that is too slow? How often does you text change then?...
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    Could you Elaborate in concrete terms what...

    Could you Elaborate in concrete terms what "you're screwed" means? When needing the results from a previous Operation it is clear that the Operation has to be finished before going on in a trivial...
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    Right. If their Hardware is unable to read a few...

    Right. If their Hardware is unable to read a few numbers out of memory in a given order they cannot implement OpenGL (4.)5. What's the Problem? The further discourse of how cached memory-access works...
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    To be more precise they describe the existence,...

    To be more precise they describe the existence, size and number-format of a pixel's color components. The order of their storage is given also. You really know that RGB means Red, Green, Blue in that...
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    I would call this a wise decision. You must...

    I would call this a wise decision.


    You must have selectively forgotten about the sized internal formats. Given the cheap shot this does not include restrictions about row-alignments which seems...
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    This is true in that not all texture-formats are...

    This is true in that not all texture-formats are necessarily suitable for such a mapping. The spec as it is leaves a certain degree of freedom in internal representation for most formats which would...
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