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    Google "screen space reflection". This technique...

    Google "screen space reflection". This technique integrates well with deferred rendering. Although: it's rather expensive and quite inaccurate(because you just ray-march depth-buffer in screen-space...
  2. it depends on implementation. do you test with...

    it depends on implementation. do you test with AMD hardware by any chance?
    http://www.opengl.org/wiki/Uniform_%28GLSL%29 , here "Implementation limits" mentions it.
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    it should be: biasMatrix * LightProjMatrix *...

    it should be:
    biasMatrix * LightProjMatrix * lightViewMatrix * viewMatrixInverse * modelViewMatrix * gl_Vertex
    or
    biasMatrix * LightProjMatrix * lightViewMatrix * modelMatrix * gl_Vertex
  4. you didn't supply the code, where you pass matrix...

    you didn't supply the code, where you pass matrix as a uniform with glUniform* call. did you count the fact that you're using double-precision matrix in your c++ code? and also, do you use...
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    fixed it. it turns out i've actually forgot about...

    fixed it. it turns out i've actually forgot about one of my vertex attributes, ruining output vertex layout. it does work, but the fact that i need to use glDrawArrays is really inconvenient. i would...
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    Hey, Dark Photon, thanks for the clarification....

    Hey, Dark Photon, thanks for the clarification. That's how i kind of expected things to be.

    I've also forgot to post vertex shader i use for TF. it's going to be a lot bigger, but it outputs...
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    Transform feedback and VAO + Indices

    Hey, it seems, like i don't quite get how does TF interact with VAO's and GL_ELEMENT_ARRAY_BUFFER's. I try to make my animation system to work with transform feedback. So i have initial VAO1...
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    If you want really high-quality shadows maps for...

    If you want really high-quality shadows maps for whatever application - implement cascaded perspective shadow maps or similar technique in your application. if you want to use shadow maps on huge...
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    were you testing with Intel\AMD card by any...

    were you testing with Intel\AMD card by any chance? because i've actually foolishly done the same thing, not setting output color for all the draw buffers for some draw calls and nVidia with it's...
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    Could you do a little research or at least ask a...

    Could you do a little research or at least ask a question on another section of the forum before deciding to post a suggestion?
    glLineWidth other than 1.0 is deprecated, but you can use it in...
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    To be fair yes, i've misjudged, MSAA is still...

    To be fair yes, i've misjudged, MSAA is still quite often available as an option as well as it's expansion - CSAA(which i didn't know was based on MSAA, it never caught my attention). But you can...
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    Do you just make all your G-Buffer render-targets...

    Do you just make all your G-Buffer render-targets MSAA? That's not tricky, neither it is efficient. It is, again, a huge waste of memory. Google "deferred MSAA"(if you didn't use this approach...
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    First of all, you could just use multisampled...

    First of all, you could just use multisampled depth-texture or you could render depth to a regular texture with a simple fragment-shader.



    Well, probably, because there's no high demand for...
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    you know, you probably should've posted only the...

    you know, you probably should've posted only the actual define combination, that causes problems and cut out all irrelevant code. i highly doubt
    anyone will read through this garbage(i hope you...
  15. I hereby announce, that a next cosmic speed of...

    I hereby announce, that a next cosmic speed of idiocy has been just achieved in this thread.
  16. Why do you keep responding and elaborating to...

    Why do you keep responding and elaborating to someone, who clearly ignores all of your explanations, refuses to be educated(keeps assuming, that he knows everything better) and keeps posting...
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    This part, i don't quite get. How do you "force...

    This part, i don't quite get. How do you "force allocation on GPU" without allocating and uploading texture to VRAM and where can you apply such technique? I think most people would use functionality...
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    I think topic is more about non-type-specific,...

    I think topic is more about non-type-specific, coherent and reusable storage. You either end up with potentially heavily-fragmented buffer or you expect driver magic to pack textures coherently in...
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    Looking at your code example raises a question:...

    Looking at your code example raises a question: How are you going to manage this storage afterwards?
    I guess you want to write a code, that manages all offsets, storing information about size and...
  20. Well, OpenGL's tessellation is a hardware...

    Well, OpenGL's tessellation is a hardware facility, that may be used for exactly such preprocessing. Or you can use stencil buffer. But yes, there's no native implementation of such "am easy...
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    i've reported 1st post and one of the last OP's...

    i've reported 1st post and one of the last OP's posts from this thread. for lame trolling attempts\misleading nature of messages\attention whoring on Suggestions Forum. but V-Man was not online for...
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    try setting blending to (SRC_ALPHA_SATURATE,...

    try setting blending to (SRC_ALPHA_SATURATE, GL_ONE). but the real solution here is to use proper antialiasing. polygon smoothing is slow, obsolete and unreliable. and i don't get, why are you trying...
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    first of all, try disabling multisampling and...

    first of all, try disabling multisampling and line\polygon smoothing.
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    just upload it to imageshack or something.

    just upload it to imageshack or something.
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    try to begin with an image of whatever you are...

    try to begin with an image of whatever you are talking about. and then, supply code if requested.
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