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Type: Posts; User: Cornix

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  1. Replies
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    You can always use textures like an array.

    You can always use textures like an array.
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    You can always just try to see if the performance...

    You can always just try to see if the performance changes.
    By the way, shaders are compiled every time you start your application. This means that on different hardware the loop might not get...
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    My *guess* would be that a loop includes a...

    My *guess* would be that a loop includes a condition which needs to be evaluated. This can take its time and will be a lot of additional work to your GPU.
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    Or, alternatively, you could deactivate the...

    Or, alternatively, you could deactivate the culling of fron or back faces. This way your quads would be visible from either side.
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    Whoops, yes there actually IS not just one but...

    Whoops, yes there actually IS not just one but more typos in that sentence, I am sorry.
    This would be what I wanted to say:

    I cant understand how I could have screwed that up. I must have been...
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    There might be ways, but I simply uploaded them...

    There might be ways, but I simply uploaded them all to a VBO.
    Perhaps you could use geometry / tessalation shaders, but I never worked with those so I cant help you.
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    I tested with VBO's. You can simply test for...

    I tested with VBO's. You can simply test for yourself and compare the performance on your own hardware, this shouldnt be too hard to do.
    If you just want the shader output you can also use offscreen...
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    The fragment shader will run for every fragment...

    The fragment shader will run for every fragment (not pixels, its not 100% the same). The vertex shader will run for every vertex.
    If you have 2 triangles spanning the whole screen then your vertex...
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    OpenGL is not software. It is implemented by your...

    OpenGL is not software. It is implemented by your graphics card and the drivers for your graphics card.
    Either your card supports OpenGL 2.1 or it does not. If it doesnt there is nothing you can do...
  10. I remember reading that you should always call...

    I remember reading that you should always call glClear at least once a frame or modern graphics cards would drop in performance. I cant quite remember the article, but it had to do with certain...
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    Yes of course, everything I found worked. Are you...

    Yes of course, everything I found worked. Are you sure its the example? Perhaps you have made a small mistake at some point? Are you reading the error logs of the compiler and are you using debug...
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    Just google for examples of Fragment Shaders for...

    Just google for examples of Fragment Shaders for greyscale or Hue-Change. There are plenty of tutorials and examples, I can remember how I was looking for this about a year ago.
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    I'd say this is definitely possible when you...

    I'd say this is definitely possible when you write your own shader.
    You can bind 2 textures, one with the color information, and one with the depth information.
    In your vertex shader you take the...
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    The simplest way is to put the text on a texture...

    The simplest way is to put the text on a texture and then render this texture to somewhere. All the other libraries are probably doing the same thing.
    The only difficulty is to get your text on the...
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    You should just upload the pixels to a texture...

    You should just upload the pixels to a texture and then render the texture.
    Rendering pixel by pixel would possible I think but not very good in terms of performance.
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    I am not a very advanced OpenGL-Programmer, so...

    I am not a very advanced OpenGL-Programmer, so what I say may not be a 100% correct.
    As far as I know VBO's / VAO's have hardly any overhead. Just having more of them is not a big deal.
    The problem...
  17. Did you enable depth testing and have you...

    Did you enable depth testing and have you selected an apropriate compare function?
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    Just quoting the "Common Mistakes"-Page: ...

    Just quoting the "Common Mistakes"-Page:

    Source: https://www.opengl.org/wiki/Common_Mistakes#Swap_Buffers
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    The Open Graphics Library does not have any...

    The Open Graphics Library does not have any capabilities for sounds.
    You should be looking for a different library for that.
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    With the blending provided by Brokenmind it will...

    With the blending provided by Brokenmind it will work too. If you want to do it without blending (because you really dont need blending if you only use alpha values of 1 and 0) then you can do:

    ...
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    What you want is probably disabled blending with...

    What you want is probably disabled blending with an Alpha-Test.
    Alpha-Test will cull all fragments where the alpha value does not satisfy the test.
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    I dont see any blending being done in that...

    I dont see any blending being done in that picture. You just draw image2 on top of image1.
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    Draw a colored quad over the entire screen. There...

    Draw a colored quad over the entire screen. There is no build in "clear to gradient" function.
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    Just draw quads (2 triangles) instead of lines...

    Just draw quads (2 triangles) instead of lines and you can have any width you like.
    As far as I know arbitrary line-width is not supported any more.
  25. This is not a problem with OpenGL, this is a...

    This is not a problem with OpenGL, this is a problem with VSync in general.
    This is just what it does. By definition.

    Read up on VSync some more, on wikipedia or somewhere, this effect is very...
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