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Type: Posts; User: cyclone

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    Re: FBO spec posted

    Escuse-me for to have involontary push the Add Reply before to finish my last message :)

    In another thread, I have give some code about an hypothetic gl2999 API, and this seem clear to me that...
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    Re: FBO spec posted

    >Plus, I don't think performance of immediate mode
    >rendering depends primarily on function call >overhead,but the overhead for the driver to
    >assemble things into a vertex array under the hood ...
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    Re: FBO spec posted

    Could you explain why this ArrayElement(0) ?

    You want to redefine vertex arrays for each component of each vertex ???

    In this case, one good simple glColor*Normal*TexCoord*Vertex*SUN seem me...
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    Re: FBO spec posted

    >I can't believe that Sun actually added this
    >nonsense API as an extension. Do even they
    >support this thing anymore? After GL 1.1's
    >addition of vertex arrays, didn't they realize
    >that...
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    Re: ARB meeting notes from Jun/Sept/Dec

    No, no, no, you haven't understand what this paper say !!!

    It only say that the Nvidia hardware have a very bad vertex cache for more than 50 vertices ...

    And it say too that with less than 50...
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    CPU / GPU shared memory

    What about a true CPU / GPU shared memory ?

    Something like the swap/pagination on the OS level (cf. store a lot of memory on a disk) but at the GPU/CPU level (share/move GPU memory <-> CPU memory...
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    Re: ARB meeting notes from Jun/Sept/Dec

    >So? He still reached near theorethical maximum >performance with currently available APIs. What >more do you need? Instancing can't make it go >faster than the hardware ...

    But it cleanning all...
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    Re: Functions for Quaternions?

    Thank, Sgraham :)

    Thank too Rob, I have only move the vector*matrix operations from the "hight level" gl2999VertexInstance to the "low levels" gl2999Vertex3f, gl2999Color3f, gl2999Texel3f and...
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    Re: Lightmapping + per pixel lighting ?

    Lighmapping are a form of texturing where the map store the light[s] contribution into each texel.

    So, lightmaps work already on a per-pixel basis.

    More precicely, this work on a per-texel...
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    Re: Functions for Quaternions?

    In fact, I have a day to dream about something that can be implemented as this :

    int gl2999Normal3f(float x, float y, float z)
    {
    gl_Normals[++gl_numNormals] = GLV3F(x,y,z);
    return...
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    Re: Functions for Quaternions?

    >OpenGL requires a standard 4x4 matrix to
    >transform points; the hardware is designed to do
    >this transformation very efficiently.

    Somes transistors can be added for handle
    quaternions...
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    Re: ARB meeting notes from Jun/Sept/Dec

    >I seriously doubt it. In any case, how would >that be useful for instancing?

    This can be usefull for a lot of things such as fractal terrain generation for example (cf. one big quad can become a...
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    Re: Functions for Quaternions?

    >I guess they neglected adding it.
    >Maybe when hw supports it, an extension will be
    >created.

    They **don't want** to make it !!!
    Why ? I don't understand ...

    They are already a lot of...
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    Re: Functions for Quaternions?

    But why haven't OpenGL some minimal quaternion support ???

    OpenGL have already things such as glRotate, glTranslate and glScale that can **always** be make with "more generals" OpenGL funcs such...
  15. raytracing/radiosity extensions on OpenGL [ES]

    Exist OpenGL [ES] implementations that have extensions such as raytracing and/or radiosity support and that can run on a pocket pc ?

    I search something such as OpenRT (but adapted for run into a...
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    Re: Off-Topic: Raytracing/Radiosity

    Yes http://www.opengl.org/discussion_boards/ubb/frown.gif

    But there are big areas where OpengGL has never really wanted to go ... http://www.opengl.org/discussion_boards/ubb/wink.gif

    Things...
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    Re: PBuffer Performance

    If you have 100 fps with ** ONE ** frame, it can be logic that you have only 100/2=50 fps for ** TWO ** frames (the real color/depth/stencil buffer[s], plus the pbuffer) ...

    @+
    Cyclone
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    OpenGL AND RenderMan

    Someone have something about converting/sharing RenderMan shaders and OPENGL shaders ?

    OK, this is two very differents API ...

    But RenderMan seem to have already **a lot** a very good shader,...
  19. Re: Can an OPenGl Program be embeded in a web page?

    But I don't think that ActiveX can run in another platform that Windows (cf. on Linux or MacOS) ...

    The VRML language is really very near the OpenGL design and is plateform independant, so it can...
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    Re: Off-Topic: Raytracing/Radiosity

    First, you can draw the entire scene using OpenGL primitive and store a different value (cf. one different id) for each object into the stencil buffer (but this is limited to 256 object in actual...
  21. Re: Can an OPenGl Program be embeded in a web page?

    Never tested, but I think to remember that the VRML language can be embeded into a web page.
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    Re: Raytracing and GL_POINTER_BUFFER_BIT

    In fact, this look more such as photon mapping, inverse raytrace or radiosity in my spirit ...

    For exemple, increment a value into objects pointed by the GL_POINTER_BUFFER (for each pixel in the...
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    Raytracing and GL_POINTER_BUFFER_BIT

    Now, I'm sure that GL_POINTER_BUFFER_BIT can really be a good thing (such as GL_NORMAL_BUFFER_BIT http://www.opengl.org/discussion_boards/ubb/smile.gif )

    With a pointer per pixel, we can retrieve...
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    GL_NORMAL_BUFFER_BIT

    I remember an article that speak about one bump-mapping method.

    Something about compress the normal map into an index map and a palette of normals (say 256 normals)

    With this, we compute bump...
  25. Re: glDrawElement with independant vertex, normal and texCoord indexes

    glBindAttribIndirect(attribute_number,indirection_table)

    where attribute_number can be something such as GL_POSITION, GL_NORMAL, GL_COLOR or GL_PARAM0_EXT, GL_PARAM1_EXT, ...

    And when...
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