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Type: Posts; User: JoshKlint

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  1. Replies
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    Dude, what are you even talking about? You're...

    Dude, what are you even talking about? You're just throwing out some terms you read somewhere that have nothing to do with the optimization I am describing. I have been using cascaded shadow maps...
  2. The problem goes away if I log out and switch to...

    The problem goes away if I log out and switch to the Ubuntu2D desktop.
  3. ATI Cards stop refreshing screen at high framerate?

    I have a strange problem with ATI cards on Ubuntu 12.04 LTS and 13.10.

    It appears that when the framerate gets above about 80, the screen actually stops refreshing...so while the FPS reading...
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    Disappointed with GLSlang/GLSLValidate

    When Khronos names GLSlang as the official reference compiler for GLSL, I thought this was a major step in the right direction. I thought I would add shader validation into my shader editor today...
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    Context switching is extremely slow?

    In our 4-viewport editor, I have noticed that when drawing objects the mouse movement gets extremely laggy. This only occurs when there is an event that causes all four viewports to be redrawn. ...
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    ATI/Intel switchable graphics?

    I'm having trouble tracking down any information on ATI/Intel switchable graphics. On Nvidia/Intel combos, I just have to extern a variable to indicate the application should use the discrete GPU:
    ...
  7. Well, the decal needs to write to a different...

    Well, the decal needs to write to a different normal texture anyways, since it needs to read the underlying normal lookup to calculate texcoords on the surface. So I suppose I can perform that blend...
  8. If you want the decal normals and other...

    If you want the decal normals and other properties to blend with the underlying normals, the additional texture attachments each need to store an alpha value. If you use that alpha channel to store...
  9. OpenGL 4 - Can we still not specify a texture attachment index for blending

    If you have a gbuffer for a deferred renderer like this:

    Texture 0
    ---------
    R: Diffuse.r
    G: Diffuse.g
    B: Diffuse.b
    A: Diffuse.a

    Texture 1
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    This would also allow the use of simple...

    This would also allow the use of simple transparent shadows. By discarding every other pixel with an offset based on the sample ID, you can render transparency in a deferred renderer. Shadow maps...
  11. Linking error: undefined reference to glXSwapIntervalEXT

    I am trying to call glXSwapIntervalEXT in my Linux application.

    I declared GLX_GLXEXT_PROTOTYPES in the user definitions, and the header file is found. However, my program cannot link due to an...
  12. Correct way to send bone data to shaders?

    Nevermind, looks like uniform buffers is it.
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    Deferred renderer appears blocky

    Nevermind, I am dumb. All is good. :)
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    Thanks, I got it to compile. I added libglew.so...

    Thanks, I got it to compile. I added libglew.so in the linker settings.
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    I included glew: #include ...

    I included glew:

    #include <GL/glew.h>
    #include <GL/gl.h>

    I still get the same error.

    I can find the function in glew.h, and I know header is the one the program is...
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    glPatchParameteri not recognized on Linux

    When I try to compile my OpenGL 4 program on Ubuntu 12.04 I get the following error:


    I am including the OpenGL headers as follows:

    #include <OpenGL.h>
    #include <GL/gl.h>

    This macro is...
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    I'm not sure how faster shadow antialiasing and...

    I'm not sure how faster shadow antialiasing and lower memory usage need to be elaborated. The benefits seem pretty obvious to me. I just assumed they would be supported and was surprised when I...
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    Line stipple and line thickness

    These were both super-useful features for writing 3D editing software, and my program is worse in OpenGL 4 for their loss. It would be extremely difficult to reproduce the stipple appearance in a...
  19. That is a data management nightmare. What would...

    That is a data management nightmare. What would I do, have an std::map as a member of my render buffer class with a VBO for each context...binding textures each time a new context/vbo combo is...
  20. "Stretching" shadow z coordinate to make the most of non-linear depth buffer?

    Non-linear depth textures provide no advantage to shadowmaps. They provide greater precision closer to the light source, but lower precision far away from the source.

    To get around this, I am...
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    Why would you say such a silly thing? It's...

    Why would you say such a silly thing? It's extremely easy to set up MSAA with deferred rendering. I have it running right now. It would take me about five minutes to add this to shadowmaps, if...
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    I figured out how to do it correctly, but it's...

    I figured out how to do it correctly, but it's quite a lot of math.

    Does textureGather return the same result as just doing a single texture lookup with linear filtering enabled?
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    Cube and shadow multisample textures

    I was disappointed when I tried to use multisample textures for my shadowmaps, for 2D and cube shadowmaps. It doesn't appear there is support for these texture types:

    sampler2DShadowMS
    ...
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    Cubemap lookup jitter

    Does anyone have a quick formula for adding offsets when taking multiple samples in a cubemap shadow lookup? With a 2D texture, you can just take 1.0/textureSize for the offset, but with 3D cubemap...
  25. Please make FBOs shared across different contexts

    Managing FBOs in a program with multiple contexts is painful. On Windows I create an OpenGL context on a hidden window and switch back to this when calling FBO commands. (On Mac, an OpenGL context...
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