Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Cyril

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. Replies
    12
    Views
    9,008

    Re: AMD Bugs in EXT_shader_image_load_store

    Yes that's it
  2. Replies
    12
    Views
    9,008

    Re: AMD Bugs in EXT_shader_image_load_store

    Hi frank li. Sorry the #include are preprocessed by my small shader manager and so the shaders need to be compiled inside the application.
  3. Replies
    12
    Views
    9,008

    Re: AMD Bugs in EXT_shader_image_load_store

    Great job ! Thanks a lot !
    That's sad it does not work yet on AMD, I would be interested to compare performances (especially for atomic ops) !
  4. Replies
    36
    Views
    31,114

    Re: NVIDIA releases OpenGL 4.0 drivers

    Yes, EXT_shader_image_load_store is Fermi only, you need a GTX4xx to use it (or an ATI HD 5xxx, but not sure if it is supported in current drivers).
  5. Replies
    36
    Views
    31,114

    Re: NVIDIA releases OpenGL 4.0 drivers

    Hi, I get an "undefined variable" when using a memoryBarrier() (from EXT_shader_image_load_store) in a fragment program with NVIDIA 257.29/258.49 drivers, is it a known unimplemented feature in R256...
  6. Replies
    73
    Views
    158,152

    Re: Official Bindless Graphics feedback thread

    Thanks for your answer.
    Do you know if it's currently working with NVIDIA R185 drivers ? If so, does it work in heterogeneous SLI configurations, with GPU not having the same amount of memory for...
  7. Replies
    73
    Views
    158,152

    Re: Official Bindless Graphics feedback thread

    That's really nice !
    But one thing I wonder is, since we are now able to get direct GPU global memory addresses, how does this interact with OpenGL SLI mode ? Is automatic scaling with multiple GPU...
  8. Thread: OpenGL 3 Updates

    by Cyril
    Replies
    1,723
    Views
    16,802,475

    Re: OpenGL 3 Updates

    I am at the BoF right now, and NVIDIA just made public their first OpenGL 3.0 compatible driver. It can be downloaded here :
    http://developer.nvidia.com/object/opengl_3_driver.html

    Have fun :)
  9. Replies
    1
    Views
    1,457

    Early depth and float depth texture

    Any body got early depth test working with a float texture (GL_DEPTH_COMPONENT_32F_NV) attached to an FBO on G80/G92 ?

    I have tried it in my application and I can't get it to work, whereas it...
  10. Replies
    3
    Views
    412

    Re: Float depth buffer and 3D texture

    Since rendering in a layered way (selecting the layer par vertex) into a 3D texture is allowed and every attachment point of a FBO must be of the same target when rendering layered, I think 3D depth...
  11. Replies
    3
    Views
    412

    Float depth buffer and 3D texture

    I try to use a 3D texture with the new GL_DEPTH_COMPONENT32F_NV floating point depth buffer format (NV_depth_buffer_float) to render in a layered depth buffer but it don't seems to work. I get...
  12. Replies
    3
    Views
    804

    Re: GLSL Bug with array indexing on G80

    Hi,
    I tried to disable the extension and I get no conversion error so I don't think the problem is here :-(
    Thank you all the same for your help.
  13. Replies
    3
    Views
    804

    GLSL Bug with array indexing on G80

    Hi,
    I am working on a stackered GPU ray marching (into octree) on G80 and I encounter a strange bug with GLSL. I am only drawing a cube and my fragment shader produce that (What I name "Behavior 1")...
  14. Replies
    4
    Views
    723

    Re: Problem rendering into a Texture Array

    Yes I have seen this within the spec, but my goal is to write into multiple layers simultaneously from a fragment shader.
  15. Replies
    4
    Views
    723

    Re: Problem rendering into a Texture Array

    Hi Cass,
    Thank you for your response.
    But I don't very well understand while the fact that each layer of a texture array is part of the same target prevent them to be bound simultaneously to...
  16. Replies
    4
    Views
    723

    Problem rendering into a Texture Array

    I have been trying for a couple of days to render simultaneously into multiple (2) layers of a 2D Texture Array without success. I am binding each layer to a color buffer of a FBO via...
  17. Re: Disabling GLSL Shader Program targets independently

    OK so there is nothing better... :(
    Using multiple programs is not very practical, it force to multiply program for each configuration (with geometry, with vertex and without fragment shader...
  18. Disabling GLSL Shader Program targets independently

    I wonder what is the most efficient way to disable a vertex, fragment or geometry shader contained into an GLSL Shader program ? (like what is allowed in Cg)
    The only way I see is detaching the...
  19. Replies
    137
    Views
    49,107

    Re: ATi and nVidia working together to make OpenGL 3.0

    I agree with you that a graphics API, with actual hardware architectures, should be high level enough to allow IHVs to optimize their implementations.
    But what about in 3 or 5 years, don't you...
  20. Replies
    137
    Views
    49,107

    Re: ATi and nVidia working together to make OpenGL 3.0

    Yes I know there is no OpenGL LM, I was juste talking about the idea.

    But the idea of OpenGL LM is to provide very close to hardware functionnalities abstraction isn't it ? And, if I well...
  21. Replies
    137
    Views
    49,107

    Re: ATi and nVidia working together to make OpenGL 3.0

    Hello,
    Did you see ATI presentation of DPVM and their CTM layer at Siggraph ?

    http://www.ati.com/developer/siggraph06/dpvm_e.pdf
    ...
  22. Replies
    10
    Views
    1,795

    Re: Asynchronous read-back perfs with PBO

    Yes it works !!! Thank you very much Adrian ! :-)
    It is also true with PBO, it must have a glFlush after ReadPixel to initiate the transfert.
    Its very good but it is steel a litle bit tedious that...
  23. Replies
    10
    Views
    1,795

    Re: Asynchronous read-back perfs with PBO

    The total image size in my last test with PDR and only one ReadPixel is 1024x1024 and in the first test with 4 drawbuffers, each images were 256x256.
    But in may last test with PDR, I am not...
  24. Replies
    10
    Views
    1,795

    Re: Asynchronous read-back perfs with PBO

    OK with PDR, I have got the glReadPixel to return in 2ms instead of the 22ms of transfert time using glEnableClientState(GL_READ_PIXEL_DATA_RANGE_NV) instead of glEnable and with only one call...
  25. Replies
    10
    Views
    1,795

    Re: Asynchronous read-back perfs with PBO

    No tstart is the start time of the frame and the 4 glReadPixel "eat" 12ms, the entire read-back time. So it doesnt seems to just initiate the transfert :( I have also allocated a big PDR buffer...
Results 1 to 25 of 35
Page 1 of 2 1 2