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Type: Posts; User: rexguo

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    Re: 2x GPUs on Linux

    And for those who are in similiar situations, here's something
    I found that shows the utilisation % of both the GPUs:

    http://manpages.ubuntu.com/manpages/lucid/man1/alt-nvidia-current-smi.1.html
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    Re: 2x GPUs on Linux

    Thanks for the great help, guys!
    It's really useful to me and now
    I know where to look/start.

    .rex
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    2x GPUs on Linux

    Hi!

    I have a machine with 2 GPUs. How do I choose which GPU to
    create my GL context on? What kind of X server config do I
    need? Thanks!

    .rex
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    Re: Mac: read MSAA samples

    Thanks, overlay.

    Very disappointing state of OpenGL on the Mac..
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    Mac: read MSAA samples

    Hi folks, is it possible to read MSAA samples on OSX? So far I haven't
    had any luck as:

    #extension GL_ARB_texture_multisample : enable

    gives a warning that it is not supported. That means...
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    Re: FBO stencil test

    You should be able to blit just the stencil buffer from
    the FBO to the backbuffer's stencil buffer, provided they
    are both in the same format.
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    Re: Pixelbuffers and what exactly is going on

    Again:

    "The point is that you don't know what this pointer is. And in general, you shouldn't care."

    If you're running on an AMD Fusion CPU/GPU combo, I'd imagine that it just gives you a...
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    Re: Pixelbuffers and what exactly is going on

    I mean it could be anything. The pointer could be address mapped space. It could just be regular old memory allocated on the client: if you map to read, then the driver does a DMA before passing the...
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    Re: Too far from origin (again)

    Something related to this..

    If you want a robust understanding of floating-point,
    check out this recent article, written in the context
    of networking in multi-player games:
    ...
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    Re: separate shadow pass in translucent scene?

    Thanks, dletozeun.

    So far everyone I've asked says MRT + depth peeling
    is the only way if the goal is to 'defer' applying
    shadows (not rendering the depth map) in its own pass
    (after the...
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    separate shadow pass in translucent scene?

    Is it possible to implement separate shadow passes
    in scenes that are heavy on translucent geometry?
    I would think not since it is not possible to 'insert'
    a shadow between 2 polygons that have...
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    Re: MSAA using glFramebufferTexture2D?

    BTW, what is the advantage of glTexImage2DMultisample
    over MSAA renderbuffers? Can you bind and render MSAA
    textures directly? Or is it used for custom resolves?
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    Re: MSAA using glFramebufferTexture2D?

    Hey thanks guys!

    Now I know the part I missed was this:
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, NumSamples, TEX_FORMATS[format].iformat, wid, hei, false);

    I kept feeding my FBO code...
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    MSAA using glFramebufferTexture2D?

    Is it possible to get an MSAA FBO using
    glFramebufferTexture2D to supply the colour
    buffers? No luck for me so far on a GL3.0 +
    Linux machine as it keeps saying...
  15. Thread: MSAA FBO

    by rexguo
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    Re: MSAA FBO

    That's probably your problem. Use one buffer with a GL_DEPTH_STENCIL format, rather than a separate DEPTH_COMPONENT and STENCIL_COMPONENT. [/QUOTE]

    That's what I did. But because...
  16. Thread: MSAA FBO

    by rexguo
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    MSAA FBO

    Hi!

    Has anyone managed to get MSAA working with stencil buffers
    in FBO mode? This is my really simple FBO setup:
    Color attachment - 1x 2D texture (GL_RGBA)
    Depth + Stencil - 1x renderbuffer...
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    Re: asynchronous compilation

    +1 to that.
  18. Re: Best reporting method for NVidia GLSL/driver bugs?

    It'd be the job of a competent IT/web engineer to enable
    a common login, either thru NV's dev database or opengl.org's database. Just look at how Google provides access to all
    its products...
  19. Re: Best reporting method for NVidia GLSL/driver bugs?

    Running a text-based bug tracking system doesn't
    cost much infrastructure-wise. I'd be surprised if
    it costs more to run than say, this forum, and
    definitely just a small fraction of NV's entire...
  20. Re: Best reporting method for NVidia GLSL/driver bugs?

    I really think we could all benefit if we had a
    bug reporting + tracking system like this:

    http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6416884...
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    Re: about page flipping

    Maybe that's due to your app dropping frames because
    your render loop took longer than 1/60s? Print out
    vblank_count and see if the values are continuous,
    like 1,2,3,4,5 and not something like...
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    Re: Depth-of-field: almost there

    http://lh4.ggpht.com/_7izYvj-RJLg/SqtPklWut_I/AAAAAAAAAIk/e4JPNJ6Jd1Q/s400/Picture%2024.png

    I've managed to move forward by separating the
    foreground objects and mid+background objects,...
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    Re: Depth-of-field: almost there

    The Pixar paper describes 2 things. The first is using
    heat diffusion equations that are able to deal with depth
    boundaries, so you don't have the halo and incorrect
    bleeding effects. A...
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    Re: Depth-of-field: almost there

    Does this apply even to NV 200-series too?
    What I'd imagine is that the warp in processing will run
    as slow as the slowest fragment. And if the average number
    of samples the scene needs to take is...
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    Re: Talk about your applications.

    Sorry to refresh an old thread. I was just browsing around after
    being away for some time. This is a great idea and it seems like
    it has not happened yet? To see it working in real-life at a large...
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