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Type: Posts; User: Nikolai Timofeev

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  1. Re: Lots of small shaders or one big one?

    Keep in mind, that changing uniforms for static conditions can force shader's recompilation inside driver ( that's like changing fixed function state on hardware that really not supported FFP on chip...
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    Re: Smooth Tangent Space

    Can you tell more about that solution ?
  3. Re: Texture lookup with derivatives in Cg ?

    Many thanks - that is it.
  4. Texture lookup with derivatives in Cg ?

    I work with Cg.
    And I can't found functions for texture lookup
    with explicit gradients.

    But there is TXD instruction in GL_NV_fragment_program specification
    and ARB_shader_texture_lod in openGL...
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    Re: Longs Peak and beyond

    And again about separate program bindings for different pipiline stages.
    There is currently linkage stage in OpenGL with working with GPU programs. And that is very well, because I'm just specify ...
  6. Re: using different texture format in MRT

    Mixed formats work with ATI, but not work with
    NVIDIA ( don'know what with newest NVIDIA 8800 hw ).
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    Re: Again stencil shadows.

    Thank.
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    Re: z-fail shadow algorithm

    With z-fail you must use both volume's caps +
    infinte projection ( if NV_depth_clamp not available ) and change stencil test configuration for z-fail, i.e. INCR on depth fail for back faces and...
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    Again stencil shadows.

    To build shadows with stencil buffer

    First pass:
    * clear depth and stencil buffers;
    * render solid geometry to fill depth buffer;

    Next, for each light source:

    * clear stencil;
    * build...
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    Re: GL_ATI_memory_export

    from glAIT.h.
    http://www.ai.univ-paris8.fr/~dom/cours/gpu/files/glATI.h
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    Re: GL_ATI_memory_export

    But why not in list ?!
    /*
    ** GL_ATI_memory_export
    **
    ** Support:
    ** R500 : Supported
    ** All others : Not Supported
    */
    #ifndef GL_ATI_memory_export
    #define...
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    Re: GL_ATI_memory_export

    There is no GL_ATI_memory_export in my extensions list. X1900 XT with 6.11...
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    Re: GPU Sorting algorithm

    Check last ATI SDK (march '06).
    There is an example "Render to Vertex Buffer Sort". Of cource run only with ATI hw (since R2VB).
  14. Re: enable hardware accelerated antialiasing

    On Windows you must create OpenGL's rendering context through (WGL_ARB_pixel_format )
    wglChoosePixelFormatARB / SetPixelFormat.
    And you must specify
    {WGL_SAMPLE_BUFFERS, TRUE}
    {WGL_SAMPLES,...
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    Re: MRT + PBuffer

    On windows try to use WGL_AUX0_ARB enum,
    and use ARB_render_texture extension !!! instead readback buffer's content
  16. Re: scissor region from bounding sphere

    Several years ago i'll successfully implement
    Eric's paper - all work well.
    (there is my old code below)



    void i_project_point(float_4 p_projected[2],float_4 p_point[3],const...
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    Re: 3D Texture Compression (not 2D)

    For NVIDIA check 'GL_NV_texture_compression_vtc'.

    There is no similiar extension on ATI hardware for OpenGL, but Direct3D driver (on my ATI X700)
    report about supporting DXT1 - DXT5 formats form...
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    Re: About small-size VBOs

    What about internal (driver level) resources managment? Suppose we have many objects and they share same VertexBuffer. And, if some objects currently not needing to render (say, they are invisible),...
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    Re: OpenGL 2.1 and GLSL 1.2

    There is no texture lookup functions with explicit gradients in GLSL 1.2 ?
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    Re: what about multi_threading ?

    Ok.
    Updating textures also with same way -
    download data (async. mode) to the pixel buffer object, and than copy (TexSubImage)
    it to the target texture. Memory overhead ?
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    what about multi_threading ?

    Streaming -
    threads independent contexts ?
  22. Re: Render Monkey v1.6 and FP textures for Displacement mapping

    You cannot change texture format within RenderMonkey, but you can create your own DDS texture (use DirectX Texture Tool From DXSDK, for example) - RM load it with required format.
    Or you can...
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    Re: Depth cubemaps

    http://www.gamedev.net/community/forums/topic.asp?topic_id=266373
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    Re: Testing OpenGL applications

    http://www.gremedy.com/products.php
    ?!
    or if you will seriously debug your 3D application - just use Direct3D if you can, of course
    ( Pix for windows, NVIDIA NVPerfHUD, Shader Debuggers );
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    Re: Point Sprite example

    Point sprite is cool.
    But using it for particles system -
    not best thing. You can't simple rotate it
    ( only manipulating texture's coords within
    fragment program), you can't change it shape at...
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