There is and there will be ever a fully optimized OpenGL driver in the same way there are no perfect things in world in general. In software engineering this is even more true, there doesn't exist...
Type: Posts; User: aqnuep
There is and there will be ever a fully optimized OpenGL driver in the same way there are no perfect things in world in general. In software engineering this is even more true, there doesn't exist...
Why? You think the NV driver has optimized every single feature to the level that it cannot be improved any further? That's a pretty naive assumption.
There isn't really "bind for modify" for VAOs except at the beginning, when you set them up, thus that argument sounds irrelevant. Also, assuming that binding a VAO will internally set 16 vertex...
There are a couple of options (in order of preference):
1. Use ARB_copy_image to copy between the textures. The images must be format compatible or should have identical internal formats. Also,...
FBOs were designed to encapsulate the whole framebuffer state and provides a way to replace it all, thus I would highly recommend having multiple FBOs instead of a single one and swapping...
It does sound like a spec bug. Based on the current language, I would assume that gl_PrimitiveID contains the primitive index submitted from the draw command, but in that case patches should be...
This is not exactly true. Many hardware today is actually doing so called "pull-model interpolation", which means that the interpolation actually happens in the fragment shader and the main inputs...
You probably anyways have some space partitioning system setup (e.g. BVHs = Bounding Volume Hierarchies), if not, you probably need one anyways if you want your viewer to be scalable.
You can use...
Something tells me that this issue and other conditional rendering related issues will be fixed in an upcoming release ;)
Yes, the problem could be with glReadPixels and not with actually what gets written to the texture by the fragment shader. You can test this by instead sampling in a second pass from the integer...
What draw commands do you actually use? I'm interested what gl_InstanceID range should you expect in the first place. One potential misunderstanding could be the use of the baseInstance parameter of...
Why can't you just try putting the call to glBindBufferRange *after* you've created the storage of the buffer with glBufferData? First of all, that would be more logical, second, it would less likely...
Here is data:
Desktop OpenGL 2.x (legacy, out-of-date) - Both glVertexAttribPointer and glVertexPointer is supported
Desktop OpenGL 3.x, 4.x Compatibility Profile -Both glVertexAttribPointer and...
Every single vendor supports glVertexAttribPointer, actually, it is more widely supported than glVertexPointer as the later is not in core profile and e.g. on MacOSX you get OpenGL 3.x or newer...
Thanks for the clarification, Alfonse. I know you'll always be there correcting me if I'm saying something wrong, that's why I feel free to talk stuff off the top of my head :)
IIRC only 'lightrange[i]' can be used, 'lightrange' is not allowed by the spec, but it would be anyways equivalent with 'lightrange[0]'.
Thus it seems that iOS got the behavior correctly.
Yes, all extensions have a preprocessor #define.
And yes, that's not discussed in the GLSL spec as the GLSL spec discusses only core features (i.e. ones that are part of the core spec, thus they...
You can directly render to a texture by using framebuffer objects (ARB_framebuffer_object). That's the most efficient way.
However, if your source data comes from application data you might want...
Use a framebuffer object (ARB_framebuffer_object) to render to a texture. After that, just use GetTexImage to get its content.
I don't know what you mean exactly. For me when I open the man pages they don't show anything else than the actual information, e.g.: http://www.opengl.org/sdk/docs/man/xhtml/glDrawArrays.xml
...
No, that's not exactly what he said. It's not inversely proportional to the declared amount of data, but the actually output data. There is big difference. The former is max_vertices * num_scalars,...
Your statements are not all accurate:
That's unfortunately true. Don't forget that there is a theoretical upper bound on how fast outputting ordered data from multiple parallel threads can be.
...
First of all, GL_SMOOTH is not a valid parameter to glEnable. I'm not sure what you wanted to do, maybe wanted to use GL_POINT_SMOOTH, GL_LINE_SMOOTH or GL_POLYGON_SMOOTH, but what's for sure is that...
Strange. When I did try a simple pass-through VS, GS on my HD5770 I remember seeing a ratio less than 2. Actually, less than 1.5, IIRC. I'll have to check that again.
Well, when I did layered rendering with GS on an HD5770 it showed a significant performance gain compared to rendering to each layer separately without a GS.
GS does have its overhead. First, it...