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Type: Posts; User: Mark Kilgard

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  1. Video demonstrations of NV_path_rendering

    OpenGL community,

    Here are 8 videos demonstrating GPU-accelerated path rendering with the NV_path_rendering extensions for CUDA-capable GPUs:

    ...
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    Re: GPU-accelerated path rendering

    elFarto,

    > does it require some specific piece of functionality only found on NVIDIA's GPU?

    Yes, NV_path_rendering requires your GPU to be CUDA-capable.

    - Mark
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    Re: GPU-accelerated path rendering

    I added GL.PathCommandsNV(pathTemplate, 0, nil, 0, GL_FLOAT, nil) before and error is disappeared.
    I guess, in SDK demo this line must be too, because after I added it, stroke width start look...
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    Re: GPU-accelerated path rendering

    Very good question. Paths are a well-developed concept in resolution-independent 2D graphics. PostScript, PDF, SVG, Flash, TrueType, Quartz 2D, Cairo, Skia, XPS, etc. all have the concept. It...
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    Re: Path rendering

    Be happy then. NV_path_rendering uses the standard 4x4 modelview and projection matrices only with the viewport/depth-range transform.

    I encourage you to look at the nvpr_tiger3d example in the ...
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    Re: Path rendering

    You might check out the discussion on this other thread:

    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=300872#Post300872


    It is easy enough using...
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    GPU-accelerated path rendering

    www.opengl.org,

    Normally 3D rendering and high-quality, path-based 2D rendering are distinct forms of rendering that cannot easily be mixed. Moreover while the GPU excels at 3D rendering,...
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    "OpenGL 4 for 2010" slides available

    I've gotten some emails asking how to download the slides for the "OpenGL 4 for 2010" NVIDIA sponsor session at SIGGRAPH that Barthold and I presented. You can get the (corrected & expanded) slides...
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    All About Shadow Volumes presentation

    opengl.org,

    Stenciled shadow volumes provide a GPU-accelerated basis for shadow determination. Learn from this SIGGRAPH 2004 presentation (newly salvaged from my bit-attic) how OpenGL features...
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    Re: Display lists in 3.1

    > If you are really _the_ Mark Kilgard, I have to say, I'm rather shocked by your suggestions. In one of your recent postings, you said that "The Beast has now 666 entry points". Do you really...
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    Re: Display lists in 3.1

    > As far as I know, display lists are deprecated or even removed in OpenGL 3.1.

    This whole idea of deprecating removing features from OpenGL is just a really stupid idea. This is a great example...
  12. Re: Incorrect data on NV with more than 8 attributes

    Jan,

    Can you include your vertex shader?

    - Mark Kilgard, NVIDIA
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    number of the OpenGL 3.0 beast

    OpenGL believers,

    OpenGL 3.0 has exactly 666 entry points.

    The end is near!

    - Mark
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    The presence or absence of any particular hardware vendor is less notable than how numerous engineers at ISVs were ready and willing to contribute feedback and comments on the specification. It's...
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    Re: OpenGL 3.1

    C'omn, cut a guy a little slack. It sure felt like I was thinking while implementing.

    - Mark
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    Re: OpenGL 3 Updates

    The EXT_direct_state_access extension is easy to use.

    Before after/examples:

    // before DSA
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, texobj);
    glEnable(GL_TEXTURE_2D);
    ///...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Re: http://www.opengl.org/registry/specs/EXT/direct_state_access.txt

    OpenGL extension specifications aren't generally contenders for the designation "funniest thing I've seen all day."

    I'm...
  18. Re: Strange link problem on some GeForce 8800's

    Here's some advice for determining why a GLSL program might have failed on NVIDIA hardware.

    You can download the free Cg Toolkit and use the cgc (cgc.exe for Windows) compiler to compile your GLSL...
  19. Re: rect tex & np2 tex,which one does ATi & 3DLabs support

    I'm going to try to clear up a couple of mis-conceptions about non-power-of-two (NPOT) and rectangle textures:

    * NVIDIA has supported the texture rectangle functionality in hardware since the...
  20. Re: glDrawRangeElements & GL_MAX_ELEMENTS_VERTICES / INDICES

    Here's what the OpenGL specification (added with OpenGL 1.2) says what the GL_MAX_ELEMENTS_VERTICES and GL_MAX_ELEMENT_INDICES limits for glDrawRangeElements mean:

    This language was incorporated...
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    SIGGRAPH 2006 presentation available

    opengl.org,

    My slides from my SIGGRAPH 2006 presentation at Marc Olano's GPU Shading and Rendering course are now available on the NVIDIA Developer web site . See:

    ...
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    Re: What is happening?

    OpenGL has a specular, I mean bright, future.

    NVIDIA has made a rock-solid commitment to OpenGL and I've been amazingly fortunate to participate in that commitment. NVIDIA's OpenGL driver is the...
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    Re: OpenGL 2.0 specification nits to fix

    A few more corrections:

    page 206 : Drop LOGIC_OP from the end of the first "Blend Equation" paragraph.

    page 207 : Drop LOGIC_OP from Table 4.1 and the logic op sentence in the table's...
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    OpenGL 2.0 specification nits to fix

    Some OpenGL 2.0 specification nits for fixing in OpenGL 2.1:

    page 29: There's an technical inconsistency that DrawElements accepts the type UNSIGNED_INT yet ArrayElement accepts a (signed) int. ...
  25. Re: NVIDIA OpenGL Texture Formats (EXT_paletted_texture)

    The EXT_paletted_texture and EXT_shared_texture_palette extension specifications have documented for a while now that future NVIDIA GPUs would not support these extensions. See the Support section...
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