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Type: Posts; User: Kurt Hudson

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  1. Replies
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    Method of left/right frame determination varies...

    Method of left/right frame determination varies significantly between display models. Couple of months ago I've seen an open-source library, which does all the job of interlacing/concatenating right...
  2. Replies
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    Re: Map Me Again But Don't Waste My Time!

    Why this can't be added to OpenGL today? It looks quite simple for driver developers to implement something like glGetPerformanceHint(GL_DOUBLE, GL_RGBA) or whatever same..
  3. Re: questions about OpenGL with multilpe threads

    Sorry, still cant got what you are talking about, maybe all this looks clear only for those who now how implementation organized internally? :) Lets took an instance:
    Function AttachShader,...
  4. Re: questions about OpenGL with multilpe threads

    I don't wish it too, especially if it may reduce performance (and it probably will). My suggestion in previous post is to declare threadsafety exceptions explicitly and provide in specs information...
  5. Re: questions about OpenGL with multilpe threads

    situation looks sad..

    1. OpenGL threadsafeness is declared in EGL specs, with exceptions: bounded in two contexts shared textures and VB objects are unsafe to change. Functions that cause changes...
  6. Re: questions about OpenGL with multilpe threads

    Thanks for clarification about reentrancy, but I still don't understand how can one be sure what objects are actually affected by OpenGL call?


    Here is a pair of EGL spec quotes, that let me...
  7. Re: questions about OpenGL with multilpe threads

    Finally I find it out, this issue is described explicitly, but in EGL spec, not OpenGL. Strange..


    OpenGL must be thread safe, EGL spec says:


    One using shared contexts indeed have to take a...
  8. Re: questions about OpenGL with multilpe threads

    Ok, it seems I get your point. OpenGL is OS independent and doesn't care about thread safety, because it "now" nothing about threads. But it now! Threads and threading related troubles are mentioned...
  9. Re: questions about OpenGL with multilpe threads

    Sorry, I'm confused by all this and don't understand :). There are race conditions in OpenGL and user have to implement a synchronization to protect inner OpenGL objects?
    In spec (4.1 core) I find...
  10. Re: questions about OpenGL with multilpe threads

    Do you mean that commands issued for different context may result in errors? Indeed, specs say nothing about such "multithreading safe guaranties", but AFAIK client-server model makes OpenGL obliged...
  11. Re: VBOs use vertex attribute for two vertices

    Possibly you can do it by drawing 2-vertex geometry (line segment) with instancing (number of instances equal to number of your vertex pairs). Use glVertexAttribDivisor to specify vertex attribute...
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