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Type: Posts; User: mhagain

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  1. Replies
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    The order you change state in generally doesn't...

    The order you change state in generally doesn't matter (I say "generally" because non-DSA OpenGL will have interactions between bind-to-modify and bind-to-use) - instead what most drivers/hardware...
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    glGetTexImage...

    glGetTexImage will get you the texture data which you can then save out; I suggest using TGA instead of BMP or JPG because the returned pointer from glGetTexImage can be written immediately after the...
  3. You can call glBufferData with NULL to do the...

    You can call glBufferData with NULL to do the initial fill. On modern OpenGL it's better to use glBufferStorage because stock glBufferData allows you to change the size of the buffer with another...
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    I'm not sure where you get the "herd following"...

    I'm not sure where you get the "herd following" thing from any of this.

    The thing is, D3D 10/11 was a good API design in it's day. But today it's an almost 10 year old API design, and meantime...
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    I'll add to this that at the very least the...

    I'll add to this that at the very least the behaviour and performance becomes predictable.

    Hidden costs of a potentially hardware-mismatched state change go away, you wind up knowing that if you...
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    The following description of D3D12 states is...

    The following description of D3D12 states is probably relevant here: https://software.intel.com/en-us/blogs/2014/07/23/direct3d-12-overview-part-2-pipeline-state-object

    Under this model there is a...
  7. Thread: Need Help

    by mhagain
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    No, it's "what are you trying to do?", not "how...

    No, it's "what are you trying to do?", not "how are you trying to do it?"

    So, what's your intended end result? What are you trying to achieve by drawing 8 windows? Because there may be a way to...
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    Wrong attrib location. You're not using...

    Wrong attrib location.

    You're not using explicit attrib locations so you should be calling glBindAttribLocation and remembering to do so before linking your program.
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    Filtering isn't done per-triangle. Instead...

    Filtering isn't done per-triangle.

    Instead what happens is that triangles are converted into fragments, and then those fragments are what are passed through to the fragment shader stage where...
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    On most desktop platforms you should store as...

    On most desktop platforms you should store as 32-bit BGRA.

    Yes, that means more storage compared to 24-bit, but you'll get a faster (on some hardware/platform combos much faster) pixel transfer...
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    For 144 images per second at 1920x1080x24...

    For 144 images per second at 1920x1080x24 uncompressed you're going to need almost 1 gigabyte per second sustained read speed on your disk subsystem.

    I think your primary bottleneck is probably...
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    That's not quite true. What Valve ported was...

    That's not quite true.

    What Valve ported was D3D9 code, and other benchmarks exist (e.g the Unigine benchmarks; see http://www.g-truc.net/post-0547.html) which show the opposite.
  13. I'll just add to this; the only advantage of...

    I'll just add to this; the only advantage of glTexImage is that it lets you fully respecify a texture while continuing to use the same texture object name. You can't do that with glTexStorage - you...
  14. Assuming that you mean "are the likes of...

    Assuming that you mean "are the likes of glBufferData and glBufferDataARB really the same call?" the answer is yes, no, maybe, but don't depend on it.

    Not all extensions move to core GL...
  15. I don't have an answer but just to add that...

    I don't have an answer but just to add that something similar also happens with D3D shaders. In D3D-land the Shader Model (broadly equivalent for the purposes of this discussion) must be specified...
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    Sticky: I've used the GS stage to generate per-triangle...

    I've used the GS stage to generate per-triangle normals on the fly for certain data sets; that's certainly been quite useful (it's still not as fast as just including the normal in your vertex format...
  17. This really should become a FAQ or Wiki entry as...

    This really should become a FAQ or Wiki entry as it's something that there are enough questions about already.
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    Performance is always like this too. As well...

    Performance is always like this too.

    As well as the items Alfonse mentions, which are absolutely correct, it's also the case that everybody's code is different, and everybody's code stresses...
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    Depends on what kind of matrix operation you...

    Depends on what kind of matrix operation you mean...
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    You have a third option: struct myVertex { ...

    You have a third option:
    struct myVertex {
    float position[3];
    float texcoord[2];
    };

    myVertex data[36];

    // fill myVertex data
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    That's all well and good but I'll just come right...

    That's all well and good but I'll just come right out and directly ask the question I hinted at earlier.

    Have you actually benchmarked the memory that you're using and determined that this is a...
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    The thing is that GLEW is set up as a...

    The thing is that GLEW is set up as a "one-size-fits-all" extension and function pointer grabber. Aside from the GLEW_EXPERIMENTAL thing (which if you look at the header file will tell you that it...
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    None of the IHVs support what you want. ...

    None of the IHVs support what you want. Multiopolism would be more like it.

    Frankly, what you're talking about here is micro-optimizing memory usage. Adding miplevels to a texture only adds one...
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    You're still a bit mixed-up here it seems. You...

    You're still a bit mixed-up here it seems.

    You can't use glCompileShaderARB to compile shaders beyond 1.10. Well, it might work on some drivers, but it's not guaranteed to, so you shouldn't.
    ...
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    glCompileShaderARB(GLhandleARB shaderObj) is the...

    glCompileShaderARB(GLhandleARB shaderObj) is the one I mean; that's from the old GL_ARB_shader_objects extension and the reason why I ask is because this is the only expression of GLSL objects as an...
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