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Type: Posts; User: Fitz

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    Re: Official Bindless Graphics feedback thread

    jeffb I sure can, do you need source or just a .exe? What should I send it to? Hopefully it is just something stupid I did..
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    Re: Official Bindless Graphics feedback thread

    I've been playing around with this extension, but one thing I was somewhat curious about...

    In the spec example for "GL_NV_vertex_buffer_unified_memory", it lists this function:

    // get the...
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    glMapBufferRange always returns 0

    I'm using an Nvidia 260(vista 64 driver version 182.47) which is supposed to support this function(and it does find the extention & link correctly), but whenever I call it it returns null. ...
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    occlusion queries + instancing?

    Hello, does anyone know of a way to use geometry instancing with a seperate occlusion query per instance?

    I've noticed that using pseudo instancing + occlusion query per instance effectively...
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    Re: mapBufferRange on older cards?

    Awesome, thanks alot Barthold.
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    Re: mapBufferRange on older cards?

    Well it says

    OpenGL 2.1 is required.

    and this line..


    RESOLVED: Unlike a normal ARB extension, this is a strict subset
    of functionality already approved in OpenGL 3.0. This extension...
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    mapBufferRange on older cards?

    I know the extension ARB_map_buffer_range came out with GL3, but reading the spec it seems to imply this extension is intended for cards that support opengl 2.1...

    Does anyone know if both...
  8. Thread: Depth FBO problem

    by Fitz
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    Depth FBO problem

    I have created a depth texture only FBO(not a renderbuffer).

    OGL say it is a valid FBO, but when I bind it and attempt to render anything to it, the results are actually drawn to the standard...
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    Re: Memory consumption of vertex arrays w VBO

    Well, I would hope that your collision detection data stores the data in a way that is optimal for collision detection (some kind of BSP or something) rather than simply using data in the form used...
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    Re: Memory consumption of vertex arrays w VBO

    Lord Cir: If you're asking if you can delete your local copy, then yes of course you can.

    So the VBO data is duplicated in local system memory hu? Would be nice if there was a way to access it,...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    DX10/11 are looking mighty attractive right about now, as soon as I get a vista machine its goodbye OGL. The OGL API needed a complete rewrite and it did not happen, and no amount of extensions is...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    And so OpenGL dies a slow death afterall.
  13. Thread: OpenGL 3 Updates

    by Fitz
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    Re: OpenGL 3 Updates

    Q: I'd like to hear something about glFX during SIGGRAPH.
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    Re: Intel GMA graphics cards & OpenGL Extensions..

    Is there any indication that intel will be improving their openGL drivers?
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    Re: GLee in dynamic DLL?

    It worked, thanks EvilOne.
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    GLee in dynamic DLL?

    Perhaps I'm doing something really stupid here but I can't seem to get GLee working from within a dynamic DLL. If I compile as static it works fine but with dynamic DLL I get these errors
    ...
  17. Thread: OpenGL 3 Updates

    by Fitz
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    Re: OpenGL 3 Updates

    Since the initial release of OGL 3.0 won't include alot of the newer extensions will Nvidia and them release 3.0 specific extensions to enable those features or will we just have to wait however long...
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    Re: Noise in a texture

    Yes of course you can just put pre computed noise in a texture, just find some C++/Java code that computes 2D or 3D noise.. though you will want tiled noise most likely. The texture based version of...
  19. Vertex Attribute unsigned vs signed speed difference

    Reading Nvidia documentation is says you should use the smallest possible data type to represent vertex attributes so that is what I did... sadly I have found using BYTE(signed or unsigned) or...
  20. Thread: PBO performance

    by Fitz
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    Re: PBO performance

    Somewhat unrelated but does anyone know if it possible to upload a portion of a DDS texture?
  21. Thread: Terrain

    by Fitz
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    Re: Terrain

    One thing about that GeoMorphing article I noticed is it seems to lack dynamic lighting, at least in the article you posted. You could probably just add this by storing the normals in the texture...
  22. Thread: Terrain

    by Fitz
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    Re: Terrain

    From what I understand Chunked LOD and geometry clipmaps seem popular.

    Chunked LOD website(http://tulrich.com/geekstuff/chunklod.html), you can find hard to read source code and demos if you...
  23. Re: Setting a vertex base index in a glDrawElements call

    I don't understand why simply calling glVertexPointer again with a different offset would be slow, if the same buffer is still bound why would the driver not just basically do what this planned...
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    Floating point FBO with VTF

    Hello I am trying to use an floating point FBO attachment for vertex texture fetch, this doc (http://download.nvidia.com/developer/Papers/2005/OpenGL_2.0/NVIDIA_OpenGL_2.0_Support.pdf)

    says
    ...
  25. Thread: rate these

    by Fitz
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    Re: rate these

    Wadfather is what your thinking of I think, http://www.planethalflife.com/wadfather/.

    They have many skyboxes but its mostly 512x512 not the highest quality and you gotta wait on the slow...
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