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  1. glBindBufferRange for (Vertex) Array buffers of VAOs?

    With glBindBufferRange I can bind a range of a buffer object to a target binding point (one of the bindings of GL_UNIFORM_BUFFER in most of my cases). But how can I bind a range of a buffer object to...
  2. glBufferSubData + syncing is indeed very slow....

    glBufferSubData + syncing is indeed very slow. What you can try, if your target hardware supports it, are persistently mapped buffers.

    The idea is that you keep around a pointer to a block of...
  3. Ok, thanks for making this clear. I think for now...

    Ok, thanks for making this clear. I think for now i will just keep my fonts fixed, its not that important for now, and this whole font rendering business is really exhausting.. ^^
  4. Setting individual mipmap levels for a texture storage

    Some context:
    To scale the text in my program smoothly, and in order to preserve hinting at smaller sizes, i want to store multiple atlas textures for a font in a texture as mipmaps. When a glyph...
  5. Getting the element index in the shader when using DrawElements

    Hello,

    i was wondering if there was any way to retrieve the "index of the index" currently processed in the vertex shader. I know about gl_VertexID, but this does not seem to be what i mean, since...
  6. How to access images from the image load store extension properly

    How do i properly access images provided by the EXT_shader_image_load_store extension? it says on the site they use signed integer coordinates, but what space are these coordinates in? is the origin...
  7. Haha i can imagine that, i watched a youtube...

    Haha i can imagine that, i watched a youtube video on GPUs, and they were describing CPUs like that to compare them to GPUs.

    Thanks for the information, so the best way to provide the GPU with...
  8. Efficient Shadow Volume Calculation Algorithms?

    I have written a Shadow Volume calculation routine for a game I am working on, but it appears to me that the algorithm is still not efficient enough. Shadow volumes are a rather expensive shadow...
  9. How to efficiently work with the GPU with OpenGL?

    I have learned that for a CPU it is best to pack data into less, bigger blocks of memory which will be operated on by continuous repetitive routines which change as rarely as possible. Ideally, you...
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    You should organize your VAOs and buffers in a...

    You should organize your VAOs and buffers in a way that pays attention to how the data they contain will be handled. You seem to be organizing your data around what role they play in your imaginary...
  11. Thanks alot! it works now, it took me a while to...

    Thanks alot! it works now, it took me a while to figure out that by GL_UNIFORM_BLOCK_SIZE_DATA the size of my individual uniform block was meant and not some constant.
  12. i have had already tried glBindBufferRange, and i...

    i have had already tried glBindBufferRange, and i thought it was exactly what i needed. But I could never get it to work, i couldnt tell why, but i kept getting "invalid value"-error.
    the binding...
  13. How to perform incremental operations on a Stencil Texture?

    I need to write to and read from multiple stencil buffer textures for my shadow volume implementation. Every light casts a shadow mesh behind every object in its light range, and the goal is to then...
  14. How do i give an offset into a persistently mapped Uniform Buffer efficiently?

    I have 2 Uniform Buffers for my Light implementation. I want to update both buffers every frame with as little overhead as possible, based on this presentation:...
  15. Wow, okay.... right after posting this (which...

    Wow, okay....

    right after posting this (which was after 2 hours of debugging) i found the solution.

    instead of


    glBindVertexArray(instancingVAO);
    glVertexAttribDivisor(3, 1);...
  16. Direct State Access Instance attribute buffer specification

    I have a model i want to render instances of. Every instance should have a different position and this should be provided from one continuous buffer of positions that will be read from the shader as...
  17. I just observed that the data i read in the...

    I just observed that the data i read in the shader turns out different, when the c++ vector´s capacity is different.
    Before, i uploaded an array of 6 floats into a buffer (with glBufferData) which...
  18. Thanks for the useful advice, but this should not...

    Thanks for the useful advice, but this should not be the problem i have with my light data, right? Also i am trying to avoid padding as much as possible, because it is of course pure memory waste.
    ...
  19. Sorry for not answering for so long, but it turns...

    Sorry for not answering for so long, but it turns out the problem kind of fixed itself(?) or i fixed it without knowing it... anyways, i just kept trying things out, played here and there and then at...
  20. How to get Uniform Block Buffers to work correctly

    I dont know what i am doing wrong, according to all guides ive read and my understanding of how uniform buffers work, this should work.
    I am trying to allocate a Uniform Block buffer which is...
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    Thanks for the answer, that was the solution!

    Thanks for the answer, that was the solution!
  22. Replies
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    Problem with Opengl extensions?

    I want to compile the vertex shader:


    #version 430

    layout(location = 0)in vec3 vertexPosition;
    layout(location = 1)in vec3 vertexNormal;
    layout(location = 2)in vec2 vertexUV;

    out Vertex{
  23. Camera Matrix does not behave as expected

    I try to render a simple grid using `glBegin(GL_LINES)`.
    I have a `class Camera`, which provides values like this:


    float farPlane = 100.0f;
    float nearPlane= 0.1f;

    float...
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    When to and when not to use Instancing

    When does instanced rendering actually pay off compared to regular indexed rendering? Does it depend on the size of the mesh (vertex number and additional per instance data (textures, materials,...
  25. thanks for the clarification. Knowing that stuff...

    thanks for the clarification. Knowing that stuff like this matters will definitely help me with later shading and buffer uploads.
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