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    Sure. You have a single buffer with all vertex x,...

    Sure. You have a single buffer with all vertex x, followed by all vertex y and so on.




    I understand.
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    Another thing. Are you doing stream or dynamic...

    Another thing. Are you doing stream or dynamic rendering ?
    If this is static, then it would certainly be better to rearrange them since you'll upload only once. Then the shaders will directly have...
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    Haven't seen that. +1

    Haven't seen that.
    +1
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    I haven't read all your post. But here is the...

    I haven't read all your post. But here is the first thing I could notice:



    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri (GL_TEXTURE_2D,...
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    Unfortunately I didn't find something more...

    Unfortunately I didn't find something more relevant...

    For about the URL, I think you need 5 posts here.
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    Just treat each vertex component as as much...

    Just treat each vertex component as as much different attributes.
    For example, vertex attribute 0 will be vertex x, attribute 1 will be vertex y... and so on.
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    Mipmapping issues are only due to bad...

    Mipmapping issues are only due to bad interpolation at the pixels at the boundaries of an image and another one. The pixels of the other image should not have been taken into account for calculating...
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    I believe that you might be interested with...

    I believe that you might be interested with texture atlases. Google for it.
    Alternatively, I found that nvidia page, but I'm totally unsure if that will help you...
    And as you well spotted it you...
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    Yes, regarding what I quickly found in their main...

    Yes, regarding what I quickly found in their main page, you need at least an OpenGL 3.2 core profile.
    You could also read their documentation, and specially this stuff.
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    See the wiki...

    See the wiki and the specs.
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    I would say that this kind of looping all around...

    I would say that this kind of looping all around the values will certainly lead to very poor performances. The double loop will make things even worse.

    An edge links two vertices. So the texture...
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    You're right. From the GS4 specs...

    You're right.

    From the GS4 specs:



    So ensure that MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB is not set to 0.
    I went quickly to these specs and it looks at first glance there can have some tricks.
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    There is a topic in the wiki...

    There is a topic in the wiki about interface matching.
    Mainly:



    Since you (apparently) don't use separable programs, errors should be reported during link-time, but only for mismatching...
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    The purpose of geometry shaders...

    The purpose of geometry shaders is to generate primitives (ie, triangles). Textures are out of interest here.
  15. If these are static and the graphic card can...

    If these are static and the graphic card can afford all the necessary memory, then you can. But then you'll rely only on the GPU for the culling/occlusion.
  16. Yes go for instancing...

    Yes go for instancing.
    Here is a tutorial that treats about it.

    EDIT: I'm not sure to understand your last paragraph. It seems you know already instancing. So maybe I missed your all point...
    ...
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    Well, no. It might. But that's less and less true.

    Well, no. It might. But that's less and less true.
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    Yes, certainly a matter of convenience. I find it...

    Yes, certainly a matter of convenience. I find it more easy to check data if you quickly know what that data is. If you go threw the vertex array, you know you have vertices. If it's interleaved,...
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    Certainly not related to the issue you have, but...

    Certainly not related to the issue you have, but you are still creating OpenGL objects each frame:

    InitGeometry creates VAOs and is called within render(). You should not.

    Also, I advise you to...
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    Every time or from a certain time ? You create...

    Every time or from a certain time ?

    You create the same texture every frames, which you should not. All OpenGL objects don't have to be created each time. They are persistent. So create them once...
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    GetLastError seems to be a Windows function. This...

    GetLastError seems to be a Windows function. This is not related to OpenGL at all.
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    sleep won't guarantee that you'll have the same...

    sleep won't guarantee that you'll have the same behavior on all the machines your program will run on. It might also stop to work on that machine for some other reasons.

    I had a similar issue....
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    Also, give how you compile (makefile, gcc command...

    Also, give how you compile (makefile, gcc command line...).
    Also compile again with '-g -ggdb' and run your program again within gdb and give the backtrace again.
  24. Thread: Random Values

    by Silence
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    One thing you could do is simply to send the time...

    One thing you could do is simply to send the time as a uniform. Then use a random number generator algorithm. There are many. You would certainly be able to find one that you could implement in a...
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    Quads have been deprecated in OpenGL 3.0. See...

    Quads have been deprecated in OpenGL 3.0. See this.
    The other reason is that quads generally have weaker performances than triangles. Most of the time they were simulated by the driver as 2...
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