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Type: Posts; User: thokra

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  1. Replies
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    At least two, the usual render-to-texture...

    At least two, the usual render-to-texture approach using framebuffer objects and image load/store - however, the most recent GPU clipmaps paper is from 2005 and the latter was only introduced in GL...
  2. Can you quote some passages? If they are...

    Can you quote some passages? If they are ambiguous or incorrect it's worth filing a spec bug report.
  3. Nope, there's actually a separate attachment...

    Nope, there's actually a separate attachment point for depth-renderable targets, i.e. DEPTH_ATTACHMENT (or DEPTH_STENCIL_ATTACHMENT depending on what you need).

    Why would a FBO rely on the...
  4. Thread: LUT into OpenGL

    by thokra
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    Although in the GLSL spec, no vendor to this day...

    Although in the GLSL spec, no vendor to this day seems to actually implement GLSL noise functions. So, you'll have to search for ways to generate noise in a shader. This article presents an...
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    Astrom: My take is simple: no legacy GL in new...

    Astrom: My take is simple: no legacy GL in new code.

    If you're forced to maintain a legacy code base, usually due to economical, time and compatibility constraints, by all means, keep the legacy...
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    This cannot be surprising, Hugues Hoppe being a...

    This cannot be surprising, Hugues Hoppe being a principal researcher at Microsoft Reasearch. ;)

    However, from my experience, mapping the algorithm to OpenGL is straightforward.
  7. Thread: LUT into OpenGL

    by thokra
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    A 2D texture with nearest filtering is bascially...

    A 2D texture with nearest filtering is bascially a 2D LUT. What kind of filter do you want to simulate?
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    ! Giev! Need! ;) Looking forward to it!

    !

    Giev! Need! ;) Looking forward to it!
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    None taken! Afterall, this isn't StackOverflow....

    None taken! Afterall, this isn't StackOverflow. ;)



    Yeah, implemented that years ago, pretty neat in theory though. I wonder how far one can push it with current GL features ...

    I mean even...
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    Aleksandar: I didn't say it was superior or the...

    Aleksandar: I didn't say it was superior or the only way - I just proposed it as another contemporary alternative. It's definitely better than ROAMing. ;)
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    If you're able to leverage tessellation, this...

    If you're able to leverage tessellation, this approach is also noteworthy. Or this.
  12. EDIT: I'm not very versed in the GL2.0 spec but...

    EDIT: I'm not very versed in the GL2.0 spec but core GL 4.4 states:



    Still, what I can say with 100% certainty for GL 2.0 is that making a program object current using glUseProgram() will turn...
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    AFAICT, neither the GL nor the GLSL spec suggest...

    AFAICT, neither the GL nor the GLSL spec suggest any course of action in case of setting the same values repeatedly - and frankly I wouldn't expect them to. From the API user's perspective (i.e. GL...
  14. Damn, and there I thought this was a PHP board....

    Damn, and there I thought this was a PHP board. O_O All this time wasted ... ;)
  15. Thanks reto, skipped over that. I'd assume...

    Thanks reto, skipped over that.



    I'd assume that at least for the most common formats, with RGBA8 and RG16F definitely among them, most if not all vendors support combining them.

    Guess you...
  16. I don't see why not. BTW, just to get my daily...

    I don't see why not. BTW, just to get my daily nitpicking on, the GL doesn't know the format RGBA8888. It's RGBA8. :)

    Also, if you attach multiple images with different base/internal types and the...
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    Install drivers that advertise OpenGL 4.4...

    Install drivers that advertise OpenGL 4.4 compliance as a feature.
  18. From what they (I don't know whether Nikki is...

    From what they (I don't know whether Nikki is female or male here) told us so far, I assume they're dealing with much ore than a few vertices. Maybe something like point clouds? That's why I...
  19. Why? I'd assume an implementation to cache calls...

    Why? I'd assume an implementation to cache calls to immediate mode commands anyway and execute them in a more optimal manner regarding transfer over the bus at the time you call glEnd(). Why would...
  20. I advise you to guess again. Such as? ...

    I advise you to guess again.



    Such as?



    Examples pls - no code, just a higher level problem description.
  21. You are aware that feature removal only takes...

    You are aware that feature removal only takes effect if you explicit request a 3.1+ core context when using Intel's DRI driver, right? If you create a 3.0 context, you can still use every single...
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    I didn't say anything about availability. You...

    I didn't say anything about availability. You also never stated which GL version or hardware you are targeting.
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    Said the expert. :D Are you using glow-cards...

    Said the expert. :D

    Are you using glow-cards or actual geometry to represent light-sources? Have you thought about deducing the possibly irradiated area by measuring the screen-space projected...
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    Yep, admittedly I read that but fogot is pretty...

    Yep, admittedly I read that but fogot is pretty quickly and only had the divergence between what you wrote and what the OP asked in mind. My apologies.



    Does confusion with what you write...
  25. I've come to really like Intel for two reasons:...

    I've come to really like Intel for two reasons: they crontribute heavily to the development and the progression of the Linux graphics stack and they have the most open documentation of hard- and...
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