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Type: Posts; User: padawan

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  1. Thread: OpenGL vs MESA

    by padawan
    Replies
    12
    Views
    6,157

    http://www.itworld.com/software/289579/install-nvi...

    http://www.itworld.com/software/289579/install-nvidia-driver-30432-linux-mint-13-or-ubuntu-12041210

    Can't be that difficult
  2. Replies
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    536

    Re: Questions about VAOs

    uhmmm, I'm starting to think I haven't been completely clear. Let me see if I get this straight.
    When I call glVertexAttribPointer the currently bound VBO is "linked" to the attribute in the VAO....
  3. Replies
    3
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    536

    Questions about VAOs

    I'm trying to get into VAOs, and not everything is clear.
    Suppose I have two buffers a and b. I bind a to GL_ARRAY_BUFFER and then I call glVertexAttribPointer. Then I bind b to GL_ARRAY_BUFFER.
    1)...
  4. Re: Are shader variables only per vertex and uniform?

    Good point, I just wonder to what extent it applies here.
    What I usually see is that FPS are super important. When I read a book, an article, a post here, there is often something about performance....
  5. Re: Are shader variables only per vertex and uniform?

    Okay 2 questions:
    1) what do you mean by vertex throughput limited?
    2) why would the implementation be a burden? You build a buffer and you call a method


    Okay, fair enough. Yet...


    ...here...
  6. Re: Are shader variables only per vertex and uniform?

    Uniform buffers can be interesting. I think I'll look at them. Things like this remind me of why I post in the beginners forum :)

    In the meanwhile I found Nvidia's GPU Programming Guide. One of...
  7. Re: Are shader variables only per vertex and uniform?

    Well, I'm trying to write some generic code, as well to learn some best practices. I would also say that it's better to get it right the first time, without need to profile or change the code....
  8. Re: Are shader variables only per vertex and uniform?

    Hi Alfonse,

    you answer is interesting. I was thinking that I should minimize the number of calls to draw, and so put more objects together. Are you saying that it's a wrong approach? You seem to...
  9. Are shader variables only per vertex and uniform?

    It would be nice to define a variable for more primitives, like a color for an entire object. The way I see it the only ways are to define a variable per vertex (waste of space and time) or as a...
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    745

    Re: Evaluation of flat variables

    Ah, good to know. Thanks
  11. Replies
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    745

    Re: Evaluation of flat variables

    well, if I have an assignment like myFlatVariable = <whateverComplexExpression>, then I mean computing whateverComplexExpression. I guess I can't pretend to have more complex definitions.
  12. Replies
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    745

    Evaluation of flat variables

    I couldn't find this information anywhere. I was wondering if flat variables are evaluated only for the provoking vertex, as the first impression is that they aren't. Which would be a waste,...
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    Re: Opinions on 3D model File Formats

    How about collada?
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    3
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    1,258

    Re: How to specify fragment shaders output?

    Thanks for the answers guys. I actually noticed that I missed something in the superbible, which more or less confirms my guess.
    So, if I understand correctly, when using one buffer it's okay to...
  15. Replies
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    1,258

    How to specify fragment shaders output?

    From the GLSL specification 3.30, par. 7.:


    I'm not sure what this means. Shall I declare my own gl_FragColor and gl_FragData, which wouldn't make much sense, or use...
  16. Thread: General Help

    by padawan
    Replies
    10
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    2,764

    Re: General Help

    yeah, I think many things you should know when learning OpenGL are basically generic computer graphics stuff. For example, the superbible obviously talks about linear algebra and transformations, and...
  17. Thread: General Help

    by padawan
    Replies
    10
    Views
    2,764

    Re: General Help

    the superbible is okay, but not great.
    I personally found the specification useful as well, even if a bit complex to read.

    And this forum is a fantastic resource. I would recommend to come here...
  18. Re: glMultiDrawElements or glPrimitiveRestartindex?

    Yeah, I can imagine that. As I said, I didn't want to touch it, it's way too advanced for me, but the discussion got started. Hell, after all it's my thread :)

    I guess nobody is answering because...
  19. Re: glMultiDrawElements or glPrimitiveRestartindex?

    Okay, I have something I wanted to ask later, but I'll take advantage of this thread to do that now. So:

    1) can someone explain when or why triangles are better than strips? I can't imagine a...
  20. Re: glMultiDrawElements or glPrimitiveRestartindex?

    Obviously the topic wasn't really exhausted :)

    Both points are interesting, but I find the second one especially interesting, for the simple reason that I have never heard of this strips with...
  21. Re: glMultiDrawElements or glPrimitiveRestartindex?

    I've seen a few discussions about using triangles or strips. At the end, as far as I understand, the problem is just the maximization of hits in the vertex cache. At the moment I'm favoring strips,...
  22. Re: glMultiDrawElements or glPrimitiveRestartindex?

    Or I can use glPrimitiveRestartindex :)
    I could stand some extra memory management, and I'm not even sure about that. But if this is the price I have to pay I'll go straight with primitive restart....
  23. Re: glMultiDrawElements or glPrimitiveRestartindex?

    Thanks for the answer


    Really? Isn't the purpose of methods like this to send a batch to your dedicated hardware? If it is like you say glMultiDrawElements is basically useless. Why would I need...
  24. glMultiDrawElements or glPrimitiveRestartindex?

    From what I understand they are basically the same. The wiki confirmed my impression. So I don't see what the advantages would be of one over the other. Is it just the memory management overhead in...
  25. Re: Do I have to call glDisableVertexAttribArray?

    Got it. So that also means that I don't necessarily have to call glDisableVertexAttribArray, unless I want the default value to be used. Correct?
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