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Type: Posts; User: Elurahu

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    WebGL pathtracing - Xmas competition

    925

    We present our newest gpu accelerated raytracer that runs entirely in JavaScript and WebGL.

    To involve our audience a bit further we launch a Christmas competition. The rules are as...
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    Personally I would start reordering on a...

    Personally I would start reordering on a renderstate level - Try and stick to sorting on framebuffer, shaders and textures.

    You can easily spend more time trying to optimize the render calls than...
  3. Are you experiencing any artefacts or only...

    Are you experiencing any artefacts or only speculating?
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    I've experienced the same - Though not with UBOs...

    I've experienced the same - Though not with UBOs by normal VBOs. I had to stop using buffer mapping for that reason and only rely on subbufferdata.
    What I think is happening is that the Nvidia...
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    You misunderstood me Alfonse - I DO have a 4.3...

    You misunderstood me Alfonse - I DO have a 4.3 context when I'm using my library on windows machines. I'm fully aware of the 3.2 only on OSX. And the problem I was outlining was on a windows machine....
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    GLLoad OpenGL 3.3/4+ support issue

    I recently converted from using GLEW to GLLoad from the Unofficial SDK - Due to the fact that GLEW doesn't really support OSX.

    GLLoad is now causing a problem when trying to use 3.3 core...
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    Re: Drawing parts of a VBO

    All problems solved - Turned out that was causes both problems.
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    Re: Drawing parts of a VBO

    Ok I have figured out what I did wrong with the glDrawArrays call. I had the stride param of the glVertexAttribPointer call set to zero. Setting that to the correct stride fixed the issue. I just...
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    Drawing parts of a VBO

    I'm trying to get setup so that I can keep several LODs of a given mesh in a single VBO. I'm having some issues getting both glDrawArrays and glDrawElements to behave as I expect them to.

    Say I...
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    Re: Linux GLSL compiler - Nvidia driver

    Thank you for the input Alfonse - I did find the error just now.

    It turned out that I set the VS and GS to mediump but had forgotten to set the FS to mediump which resulted in conflicting types.
    ...
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    Re: Linux GLSL compiler - Nvidia driver

    Same problems as before - Now it reads:

    This is driving me nuts. It's a work related thing so I have to get it working one way or another.

    Link info
    ---------
    error: type mismatch for varying...
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    Re: Linux GLSL compiler - Nvidia driver

    Wonderful - I'll try that out immediately.

    Linux driver version: 280.13
    Windows driver version: 280.36

    Windows 7 and Ubuntu 11.4
  13. Re: Map range flags / Buffer usage - Nvidia drivers

    Very very wierd - I now tried just a plain glBufferSubData and it runs as I would expect. Again I can understand why it would run slower WHILE mapped (as the buffer in use), but why a buffer which...
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    Linux GLSL compiler - Nvidia driver

    I've having some issues linking a shader program on our current Linux platform. It works perfectly on any Windows platform I've tried using. I'm getting the following errors:

    Link info
    ---------...
  15. Map range flags / Buffer usage - Nvidia drivers

    I'm experiencing some rather unusual behavior which I hope someone here can help me out with.

    The setup:
    - A VBO containing some vertex positions and color.
    - A VAO which is used for rendering...
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    Re: glMapBufferRange performance issue

    Ok new development. I found that mapping a buffer being actively used for rendering while v-sync active will cause the CPU to wait a frame (~16ms) before being assigned a pointer from the mapping...
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    Re: glMapBufferRange performance issue

    Well doing a glBufferSubData or memcpy into a mapped buffer SHOULD be the same afaik.

    Sitting on a Xeon E5620 / Nvidia 470GTX (driver 270.61) computer.
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    glMapBufferRange performance issue

    I'm currently trying to stream vertex color information for a fairly large mesh. The layout of the vertex data is as following:

    VBO 1:
    - Static draw
    - Position, normals etc etc.

    VBO 2:
    -...
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    mat4 array GLSL issues

    Hey all.

    I'm currently trying to upload an array of mat4 to a GLSL shader problem. I'm however having quiet a bit of difficulty finding out what I'm doing wrong (If it's not a driver bug).
    ...
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    Re: Dynamic FBO reuse (2D / 3D textures)

    There we go! Thank you Alfonse :)
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    Re: Dynamic FBO reuse (2D / 3D textures)

    Thank you very much Alfonse for the answer.

    When is a FBO registered as being layered? When you first bind a layered texture? What I meant about it not clearing the state I meant that an...
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    Dynamic FBO reuse (2D / 3D textures)

    I'm currently implementing a technique which require rendering to a different texture types and the way I'm currently using the FBO are causing me some issues.

    What I want to do:
    Use a single FBO...
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