I found the solution. Its simple and very evident I'm stupid because I don't think aboth that before. Simple syncronisation via condition variable: second thread (with gpgpu) waits for thirst to drow...
Type: Posts; User: ein_shved
I found the solution. Its simple and very evident I'm stupid because I don't think aboth that before. Simple syncronisation via condition variable: second thread (with gpgpu) waits for thirst to drow...
Oh my fail... I must to sleep more((
I have shader
vert:
uniform vec3 u_Camera;
uniform float u_WaterLevel;
uniform vec3 u_LightPosition;
in vec3 in_Vertex;
in vec3 in_Normal;
So its mean, theat GPU can't process more then one glDraw* call at once, so its mean thet I can't do smth to make CPU-like multithreading, using shaders in both threads?
Hi
I have two-threading programm, where one thread for drawing, second for calculation on shaders. Both threads has own context, second was created like that:
GLint attributes[] = { GLX_RGBA,...
Eah Im find the problem! Thanks))
Another question. I have 3 2D buffers, put into texture:
vector<GLfloat> vBuffers (m_Dimension * m_Dimension *3, m_Position.z); //m_Position != 0
m_pPerfectWater->tBindingMutex.lock();...
Ok I already found out. Thanks)
Thanks, Im install new driver and it works, as I can see. But now I have another question.
Ho to devide the output stream from my shader to multiple buffers. I want the transform feedback feature to...
Okay, another question.
How can I find out, is my GTS 250 support this feature or not?
Hi,
I am trying to use Transform Feedback with GL_VERSION (3.2.0 NVIDIA 195.36.31). When Im trying to load function pointer for example:
glGenTransformFeedbacks =...
Oh Im so sorry, I has an mistake in my C++ code. I forget to put back glNormalPointer instead glVertexAttribPointer, in binding normal vbo after some experiments. Forget me, please))
Hi Im trying to understadn shaders and my thist experiant has not good result. So here some variants code of vertex shader:
#version 120
void main(void) {
gl_Position = ftransform();
}