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Type: Posts; User: Nikki_k

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    GLU tesselator and core profiles

    Having to convert some older GL code using the GLU tesselation functions, what's the state of this on various platforms?

    Can those parts of GLU which do not access OpenGL itself still be used with...
  2. Apple's OpenGL support is a bit odd. They do...

    Apple's OpenGL support is a bit odd.

    They do support GL 4.1 - but only as core profile. If you need ANY compatibility features you will be stuck with 2.1.
    And since the core profile was...
  3. Sadly, you have to find a way to work around the...

    Sadly, you have to find a way to work around the buffer upload bottleneck. I had a similar issue, namely that frequent buffer uploads offer utterly terrible performance across the board with all...
  4. Just for the record: On NVidia I get a report...

    Just for the record:

    On NVidia I get a report of approx. 250 handles being used when starting an application that opens a GL context. It seems to be an issue with AMD's driver. But as long as all...
  5. Yeah, I saw that and on NVidia it's certainly...

    Yeah, I saw that and on NVidia it's certainly true. I still wonder what's up with Intel here, does it just silently fail if the uniform block gets too large or is the returned info bogus?
  6. What is GL_MAX_UNIFORM_BLOCK_SIZE being measured in?

    I'm not sure based on my observations. Is it in bytes or in uniforms in the buffer?

    On NVidia it looks like bytes, I get a return value of 65536, and I can't define a vec4 array with 4096 entries...
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    That card is still based on the older Fermi...

    That card is still based on the older Fermi architecture which does not support this extension.
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    Are uniform arrays broken on AMD?

    Recently I have received some bug reports concerning uniform arrays on AMD cards.

    The array is declared as follows in the vertex shader:

    uniform float VBData[100];

    Uploads are done with:
    ...
  9. Yes, the amount of data is the same, but you are...

    Yes, the amount of data is the same, but you are taking a detour getting it to where it needs to be. Of course that takes longer because there's an additional (most likely GPU_internal - depending on...
  10. Buffer or not, you still need to transfer all the...

    Buffer or not, you still need to transfer all the data from the CPU to the GPU. That costs time.

    I once had a similar problem with a larger set of textures being constantly changed and updated....
  11. These questions are impossible to answer without...

    These questions are impossible to answer without seeing the software.

    My guess is that the problem has nothing to do with 3D hardware performance but with problems with the CPU coding that slows...
  12. If I understand the code correctly you allocate...

    If I understand the code correctly you allocate x*3 entries for your color array but then copy x*4 values, accessing undefined memory.
  13. In short: It doesn't matter. You clear the...

    In short: It doesn't matter.

    You clear the framebuffer once each frame, in overall performance the difference is close to immeasurable. I think ultimately both functions use the same hardware...
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    Of course not with quads. Quads are not part of...

    Of course not with quads. Quads are not part of modern OpenGL, they have been deprecated since 3.0.
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    Putting glewExperimental=TRUE; before...

    Putting

    glewExperimental=TRUE;


    before the call to glewInit will make it ignore the extension string and try to initialize everything it has. The entire library is a cruel joke that operates...
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    Nevermind, I already found something myself. ...

    Nevermind, I already found something myself.

    Still, are those GLEW guys complete idiots or what, still insisting on making their library depend on a deprecated feature? I don't get it.
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    GLEW and the core profile

    So today I was finally ready to switch over my application to a core profile - and I got a crash.

    Upon investigation I noticed that GLEW doesn't seem to retrieve any functions for vertex array...
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    Try binding the texture before setting the...

    Try binding the texture before setting the clamping mode and the texture filter setting.
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    About matrix math libraries

    After doing some research about this subject I started to wonder:

    Aren't there any simple, low-weight and flexible matrix math libraries out there that are tailored for use with 3D rendering?
    ...
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    Correct. But before defining 'the best way' we...

    Correct. But before defining 'the best way' we first need to define precisely what a binary shader format is supposed to achieve.

    I think your main concern is compilation time, right?
    If you ask...
  21. Thread: LoadGL.h

    by Nikki_k
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    Yes, precisely. I guess you...

    Yes, precisely.




    [/quote]

    I guess you never had to deal with really large projects, maintained by a group of people, containing code by other people that are no longer at yout disposal to...
  22. Thread: LoadGL.h

    by Nikki_k
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    Yes there is! How else would you ensure that...

    Yes there is!

    How else would you ensure that you don't accidentally use some non-core features that may cause hard to track down runtime errors? I'd rather have those flagged at compile time!
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    What about your shader? After all that's where...

    What about your shader? After all that's where the real work is done.
  24. Are you certain it's a shader problem and not...

    Are you certain it's a shader problem and not something with the setup in your C code?

    If you are using a core profile it may be something simple as forgetting to set a vertex array object. I had...
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    Of course the uniform array changes! For each...

    Of course the uniform array changes! For each draw call it will contain the vertices that were generated.
    It's just, the performance of glUniform1fv is what I'd expect in this scenario. It's roughly...
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