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Type: Posts; User: Dark Photon

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  1. Replies
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    Ok, after you description, I'm still struggling...

    Ok, after you description, I'm still struggling to get my head around exactly what you want to do, and what you hope to accomplish by it.

    So if I understand correctly, you don't want to render...
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    Assuming: * Multisampled FBO = Res in pixels =...

    Assuming:

    * Multisampled FBO = Res in pixels = WxH. multiple samples per pixel (e.g. 4)
    * Double-size FBO = Res in pixels = 2Wx2H, 1 sample per pixel

    Rendering to the former with multisample...
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    You can change the VIEWING transform such that...

    You can change the VIEWING transform such that the rasterization samples cover the area of your scene that you're interested in.

    However, I suspect that isn't what you want. It sounds like you...
  4. I would buzz out your component values with...

    I would buzz out your component values with isnan() and isinf(), just to make sure we don't have any funny business going on.

    Could be a driver bug.

    Also, typically when you want to fetch an...
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    Is this for skeletal animation? I'll answer...

    Is this for skeletal animation? I'll answer presuming it is. #2. You typically wouldn't do #1. It takes a lot of space -- much more than you need to reconstruct joint transforms for typical...
  6. No, I mean which technique: maximum intensity...

    No, I mean which technique: maximum intensity projection, multiplanar reformatting, 3D shaded surface (marching cubes/tetrahedra), segmentation, etc. I think you're just talking about rendering all...
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    Also while you're studying up, be sure to read up...

    Also while you're studying up, be sure to read up on the new GL extension:

    * {GL|GLX|WGL}_ARB_context_flush_control

    just released. Good to know about this even if you decide you don't need it.
  8. Not having seen the full source, it's possible...

    Not having seen the full source, it's possible they are obtaining translucency from somewhere else at a higher level. But from what you quoted (including blend equation), we're not seeing that here....
  9. Quick-scanning your code, it looks like your...

    Quick-scanning your code, it looks like your fragment alpha is going to be determined by the alpha of the texture, which is always set to 100% opaque (255).

    Did I miss something?
  10. The shadow samplers allow you to utilize...

    The shadow samplers allow you to utilize hardware-accelerated depth comparisons and filtering (e.g. PCF, which is "free" on some GPUs). In other words, with the shadow samplers, the "in shadow"...
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    Sounds like you have a plane equation in...

    Sounds like you have a plane equation in world-space (Ax+By+Cz+D = 0), and you need it in eye-space. Well (A,B,C) is the plane normal in world space, which we can transform from world-to-eye space...
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    That typically means a memory access error. You...

    That typically means a memory access error. You could be passing a bad address, offset, or size to OpenGL, or you don't have VBOs enabled properly.

    Grab a working VBO tutorial and see how they do...
  13. Excellent! Thanks! Downloading now.

    Excellent! Thanks! Downloading now.
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    Ok, we'll assume that. Ok, I see where...

    Ok, we'll assume that.



    Ok, I see where you're going. Yeah, if you want world space in your shader, you have to provide coords to the shader in world space or provide a transform to put your...
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    Hold up just a second. First, what are you doing...

    Hold up just a second. First, what are you doing with the transpose of the gl_NormalMatrix. When you use gl_NormalMatrix to transform normals from OBJECT-SPACE to EYE-SPACE, you just apply it...
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    Just tried it, cross-compiling GLSL to NV...

    Just tried it, cross-compiling GLSL to NV assembly (gp5vp profile), and it looks like what you say is the case. mat4x3 takes 4 uniform slots. mat3x4 takes 3. Which makes intuitive sense. GLSL is...
  17. Vertex cache optimization is still very relevant,...

    Vertex cache optimization is still very relevant, but the main thing that's changed (AFAIK) is there is no longer dedicated memory for the post-T&L (post-vertex shader) vertex cache on the GPU. ...
  18. It depends on your hardware. You're trading...

    It depends on your hardware. You're trading culling cost (typically CPU) against large batch sizes (typically GPU, though batch dispatch overhead matters if the batch is too small). Best bet: test...
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    You shouldn't have to do anything special for...

    You shouldn't have to do anything special for synchronization so, barring a bug in your driver, I'd suspect a bug in your code or something odd in the window manager configuration for your code.Y
    ...
  20. Main thing is to set a performance target. Once...

    Main thing is to set a performance target. Once you're fast enough, you can stop. And profiling is the key. You need to identify what your primary bottleneck is first. The CPU + GPU are a deeply...
  21. If you use the a compatibility profile (the...

    If you use the a compatibility profile (the default), you can send your data to the shaders using that same C++ code. You just need to compile/link/bind/setup your shader program first. The way...
  22. Websearch "depth of field" techniques. Possibly...

    Websearch "depth of field" techniques. Possibly in combination with "OpenGL". Also search "bokeh" possibly in combination with "pettineo". Lots of good stuff out there. The basic concept is that...
  23. Nikki_k's given you some good advice. Sounds...

    Nikki_k's given you some good advice. Sounds like you're bound by something other than GPU compute capacity. CPU, GPU memory, or something. Have you tried profiling your application and using that...
  24. You're right, that seems to be a key question. ...

    You're right, that seems to be a key question. The GL 4.4 core spec describes a primitive as: "a point, line segment, patch, or polygon". Yet primitive type includes things like triangle strips,...
  25. I'm sure no expert on side-effect...

    I'm sure no expert on side-effect synchronization, but from skimming ARB_shader_image_load_store, I don't see anything that guarantees that side-effect writes in a vertex shader will be synchronized...
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