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Type: Posts; User: Ed Daenar

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    I haven't read the 6th edition, but I did like...

    I haven't read the 6th edition, but I did like the 5th edition a lot. I felt it was straight to the point. However, I took a different approach to what's apparently proposed by this books that supply...
  2. Awesome, thanks for the explanation as usual!

    Awesome, thanks for the explanation as usual!
  3. Is this legal? dFdx/dFdy/fwidth question.

    Imagine this fragment shader:



    #version 330

    in vec2 uvCoord;

    uniform sampler2D textureMap;
  4. Using GL is like riding a roller coaster. I love...

    Using GL is like riding a roller coaster. I love some of its things and can't help but hate others.


    Thanks for answering!
  5. How to use glMultiDrawElements and glDrawElements

    One thing that bothers me with glDrawElements is the way it's used for VAOs with IBOs. This is the way I would normally use it to draw a bunch of triangles, for example:


    ...
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    So if there's truly no good insight about VAO...

    So if there's truly no good insight about VAO performance in general I suppose it's safe to assume that there's even less information on the effects of changing a VAO's state, performance wise.

    My...
  7. Thread: Skybox

    by Ed Daenar
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    You are missing correct textures for a sky box....

    You are missing correct textures for a sky box. You need textures that are seamless with the corresponding adjacent cube faces or else you'll obviously see a difference between the faces.
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    VAO: Performance questions

    I'm having a lot of trouble finding decent documentation about VAOs beyond how to use them, which is clear enough. I'm mostly concerned about the impact of changing a VAO state as I'm not sure how...
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    Re: Getting depth texture values in shader

    That would completely depend on what you are rendering because...



    ... the default glClear value for a depth surface is not 0, but 1. Unless you changed it, but then it's no longer the default....
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    Re: Getting depth texture values in shader

    Depth values are not linear, directly outputing them will result in mostly monochrome images.

    Read:
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=305819#Post305819
    ...
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    Re: desktop/laptop issue for vertex shaders

    Assuming you haven't tried, give these a shot:

    32bit:
    http://www2.ati.com/DRIVERS/mobile/11-11_mobility_vista_win7_32_dd_ccc_ocl.exe
    64bit:...
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    Re: Regarding use of Multiple Shaders

    Forgive me for hijacking this topic to add another related concern that perhaps the OP will find interesting too:

    Is it sensible to assume that the driver will cache program loads?
    In your...
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    Re: desktop/laptop issue for vertex shaders

    Have you tried this automated tool?

    http://support.amd.com/us/gpudownload/windows/Pages/auto_detect.aspx

    I recognize your problem finding drivers for your laptop card as I've had the same in an...
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    Re: texture sampling artifacts and floor()

    You should get the same result but not the result you were expecting. I mean, the output shouldn't vary with the same input, obviously.

    However, the problem is basicly that you are invoking the...
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    Re: texture sampling artifacts and floor()

    I just did a mock up run of your shader (as in, I changed the resolution to be a constant value). I checked the JPG image and it's not actualy applying any compression, which makes sense since the...
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    Re: texture sampling artifacts and floor()

    Two things:



    They should. If you are trying to sample a specific color, then you need to use nearest sampling and no mipmaps, else it's obviously going to smudge things over.



    Is this...
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    Re: back face culling

    Backface culling is basicly resolved after projection,so it's escencialy done in 2D. In 3D, you would do it checking normals against the camera's view vector, for example in a geometry shader.
    ...
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    Re: glLoadMatrix...

    Ofcourse it's possible, but the problem is that the order in which you apply matrices is important because it determines what the rest of the operations you do mean.

    Using a matrix transformation...
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    Re: FadeOut effect/semi transparency

    You don't need textures for this effect. You can draw a black quad that covers your screen (look for "full screen quad") and use blending to achieve the effect while you manipulate the vertex color's...
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    Re: glLoadMatrix...

    The way matrices are applied is "backwards" if you want to think about it that way. Your vectors will be used as column vectors, so the matrix goes to the left of the vector when you multiply it.
    ...
  21. Re: which is Best 3D model file to learn and use.

    Currently the way I'm using the converter is obviously "wrong", as I'm converting on the fly on each execution. The reason is because I am currently testing heavily changing 3D data from the 3D...
  22. Re: which is Best 3D model file to learn and use.

    Except that it's not, because OBJ uses multiple indices, which is not allowed by OpenGL and D3D. So, every time you load a mesh, you have to rebuild it with single indices. Which is a big pain, and...
  23. Re: Float textures Framebuffers GLSL color clamp to 1

    Alright, one more thing. I am pretty sure (as in, as sure as I was before with the other tokens) that the correct token you want to use on glTexImage2D is not GL_LUMINANCE32F_ARB but GL_R32F, at...
  24. Re: Float textures Framebuffers GLSL color clamp to 1

    I'm not exactly sure, which probably means I read it on the GL 3.3 specification.

    Notice that the man page you linked is, if I'm not mistaken, related to previous GL versions. You didn't...
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    Re: Bypass parts of pipeline

    You could, for example, use an FBO with texture attachments, draw to it then read the texture contents via glGetTexImage or glReadPixels, modify the content and then reupload the texture with...
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