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: Cab

Page 1 of 6 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    6
    Views
    2,556

    I made something similar yesterday (3 pbo to draw...

    I made something similar yesterday (3 pbo to draw a yuv420 video frame). I'm not using double but normal UBYTE pbo's/textures. And I'm using GL_RED textures. And it is working fine.
    Here is the...
  2. Replies
    5
    Views
    2,206

    Hi Stephen_H I have two threads: one loading...

    Hi Stephen_H
    I have two threads: one loading thread and one render thread.

    At the beginning of the program, I create two render contexts in one of the threads (render thread in this case):

    ...
  3. Thread: VBO problem

    by Cab
    Replies
    14
    Views
    2,728

    Re: VBO problem

    m_TriangleCount/3? Is it what you are trying to do? If m_TriangleCount means #of triangles you want to render, then it should be m_TriangleCount*3

    Hope this helps.
  4. Re: VBO access -- (GL_DYNAMIC_DRAW_ARB, GL_READ_WRITE_ARB) faster than (GL_DYNAMIC_DRAW_A

    I have made some testing:
    With 50 objects of 7578 vertex each one (484992 bytes of vertex data each object)

    1. Mapping with:

    glBufferDataARB(GL_ARRAY_BUFFER_ARB, dwSizeInBytes, NULL,...
  5. Replies
    15
    Views
    2,393

    Re: RFC by the ARB synchronization working group

    [quote]Originally posted by ZbuffeR:
    [B]
    void render_query()
    {
    glBeginQueryARB(GL_SAMPLES_PASSED_ARB, m_query_obj);
    render();
    glEndQueryARB(GL_SAMPLES_PASSED_ARB);
    }

    ...
  6. Replies
    137
    Views
    49,309

    Re: ATi and nVidia working together to make OpenGL 3.0

    I remember when I was younger (2002) :) and write a proposal for OpenGL about this in the 'Suggestions for the next release of OpenGL' forum:
    ...
  7. Replies
    10
    Views
    1,540

    Re: conditional and loops

    For your hw. If you are talking about fragment shaders: It does not support branching, that means:
    - Ifs (branches): all the shader is evaluated even if the condition does not match. This means that...
  8. Replies
    10
    Views
    1,540

    Re: conditional and loops

    It is curious that in the NV_fragment_program_2 example in the NVIDIA SDK, you find the next code for the fragment program:


    ...
    PARAM nlights = program.local[0]; # number of lights
    ...
    REP...
  9. Replies
    10
    Views
    1,540

    Re: conditional and loops

    jide,

    As fas as I remember, the dynamic branching/looping in vertex shaders/programs in the Geforce FX family is really slow in the first members of the family 5800, ... And it is faster in the FX...
  10. Replies
    36
    Views
    4,557

    Re: Feedback on the FBO specification needed!

    1. Yes. Currently for shadow mapping.
    2, 3. I read it some months ago and I don't remember the details, but I remember I liked it.
    4. Don't remember any.
    5. An antialising option. I have not need...
  11. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    I posted my opinion about this in other forums:

    If this is true, it doesn't matter if you are a D3D fan or an OpenGL fan, we all lose. D3D is what it is today thanks to the 'competition' with...
  12. Replies
    1
    Views
    352

    Small VBO problem with NVIDIA

    I have an application that uses one unique vbo to draw text.
    What I do several times per frame is:


    DrawText
    dwSizeInBytes=dwNChars*4;
    glBindBufferARB(GL_ARRAY_BUFFER_ARB, uBufferID);...
  13. Replies
    136
    Views
    39,184

    Re: NVIDIA Forceware 75.90 => OpenGL 2.0.0 & fbo

    Are you sure? I think that glClear clears everything even if glScissor is enabled. I don't have documentation here but this is what I recall.

    Hope this helps.

    [EDIT] It seems you are right:
    ...
  14. Replies
    14
    Views
    4,834

    Re: [Streaming] Video on a texture - ?

    For a limited time :)
    You can download a quick and dirty modification of the Nehe example using the Texture3D DShow example.
    http://www.abril.com.es/PlayVideo.zip

    Note that you should have...
  15. Replies
    14
    Views
    4,834

    Re: [Streaming] Video on a texture - ?

    I also modified the Texture3D example and it worked pretty fast.
    In this example, as there is no sound rendered overloaded, it seems that the sound is played using the default sound device. So the...
  16. Thread: What is happening?

    by Cab
    Replies
    61
    Views
    10,278

    Re: What is happening?

    Mark,

    I agree with you about 'your feeling' about OpenGL.

    I used Cg but I removed it against GLSL mainly because the resulting code didn't work properly in ATI cards, and because the lack of...
  17. Replies
    4
    Views
    520

    Re: ATI bug, regarding with uniforms in FS

    Jacobo,

    I have a similar problem in the game I'm currently developing. I sent a demo version to them in November and they where they can reproduce it but in the latest drivers it is not solved...
  18. Replies
    136
    Views
    39,184

    Re: NVIDIA Forceware 75.90 => OpenGL 2.0.0 & fbo

    Nice.

    In my GF6800GT it has some of the latest extensions: GL_ARB_color_buffer_float, GL_ARB_draw_buffers, GL_ARB_half_float_pixel, GL_ARB_texture_float, GL_EXT_framebuffer_object
  19. Replies
    10
    Views
    1,313

    Re: wgl_render_texture clarification

    I don't know if it is faster, but this example (glsl shaders) runs pretty fast in my gf6800gt

    http://www.ampoff.org/modules.php?name=Forums&file=viewtopic&t=15

    Hope this helps.
  20. Replies
    8
    Views
    791

    Re: link error on 3Dlabs Realizm 100

    I have checked 3DLabs GLSL Demo shaders and they use
    void main(void) in both vertex and fragment shaders so probably this is not the problem.

    Sorry.
  21. Replies
    8
    Views
    791

    Re: link error on 3Dlabs Realizm 100

    Try:

    void main()

    Hope this helps.
  22. Replies
    5
    Views
    487

    Re: point light with fragment program

    Supposing that your normals are right across the square this effect is correct when using ‘lambertian light’ (n dot l). Think about it: When the light is away from the surface the normals and the...
  23. Replies
    13
    Views
    1,290

    Re: shader length vs speed

    Yes. But I think that those release notes are for the first versions of the 6x drivers. With first versions if you run GLSL Shading Language Demo (from 3DLabs: ...
  24. Replies
    21
    Views
    8,523

    Re: RGB or BGR for textures?

    In http://developer.nvidia.com/object/nv_ogl_texture_formats.html

    there is an interesting list of texture formats supported by NVIDIA hw.
    I'm suprised that except for GF6200, the RGB8 format is...
  25. Replies
    13
    Views
    1,290

    Re: shader length vs speed

    It is strange.
    I have made a test with GF6800GT

    Fragment1 (fragment shader):

    float fDiffuse=dot(normal, vcLightDir);
    … rest of the shader computing bumpmapping with diffuse, specular with...
Results 1 to 25 of 136
Page 1 of 6 1 2 3 4