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Type: Posts; User: Alfonse Reinheart

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  1. How do you define "scalable"? Scalability is...

    How do you define "scalable"? Scalability is usually defined in terms of performance. After all, any solution will work if you throw enough hardware at it. You could re-render each mesh for every...
  2. But that structure doesn't correspond to your...

    But that structure doesn't correspond to your original data at all.

    glm::mat4 is, for all intents and purposes, an array of 16 floats. Not a pointer to 16 floats, an actual `float[16]` array.
    ...
  3. If by that you mean that Vulkan will never, ever...

    If by that you mean that Vulkan will never, ever be available on a Mac, then yes.

    Otherwise, I wouldn't hold my breath.
  4. No, this would generally be a terrible idea. It...

    No, this would generally be a terrible idea. It would be very difficult to make such a thing seamless, since that requires getting the invariance rules right.



    glBegin/glEnd were removed from...
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    To add a rather different opinion... I say that...

    To add a rather different opinion... I say that if it's possible, learn OpenGL 4.5. Why?

    Because it's the OpenGL version that makes the most sense.

    OpenGL has had a lot of stupid bits in it...
  6. Neither of these statements are true. Your code...

    Neither of these statements are true. Your code simply doesn't create proper integer textures.
  7. What makes you think that this is a "driver...

    What makes you think that this is a "driver limitation", rather than a "hardware limitation"?
  8. It seems to me that your problem is with what...

    It seems to me that your problem is with what these exports "eps files" contain. Unless the application is using transform feedback to read vertices back to the CPU, it's highly unlikely that OpenGL...
  9. Have you tried the GLSL 4.50 specification...

    Have you tried the GLSL 4.50 specification? Or failing that, how about the OpenGL quick-reference card? Or failing that, how about the OpenGL and GLSL function documentation?

    The last two have...
  10. Yes, that should work. But what you described as...

    Yes, that should work. But what you described as "working" was this:



    That doesn't describe the code you posted. The posted code's internal format was `GL_R32F`, which is a single-channel,...
  11. Yes. First, glMemoryBarrier defines how you...

    Yes.

    First, glMemoryBarrier defines how you intend to read the data, not how it was written. So if you intend to use it in a rendering process to provide vertex attributes, the proper barrier to...
  12. Nobody can tell you what's wrong if you just say...

    Nobody can tell you what's wrong if you just say "I tried this and it didn't work." Describing what you do is not the same as your actual code. It's time you stopped posting text and started posting...
  13. Yes, you absolutely can have a one channel...

    Yes, you absolutely can have a one channel texture. But that means it only has one channel. So why are you looking at the G, B, and A components of a texture, when you only have one component?

    If...
  14. You've tried those where? If that was the...

    You've tried those where? If that was the internal format, then it should never have worked for the first two, since those are 1-channel formats. Furthermore, you haven't shown us the code uploading...
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    No, you can't. Ignoring the fact that your code...

    No, you can't. Ignoring the fact that your code already filled in `projectionMatrix` using GLM functions, your matrix is a float matrix. `glGetDoublev`, as the name suggests, fetches doubles. So...
  16. What makes you think that reading it is the...

    What makes you think that reading it is the problem? You're using OpenGL ES. And ES has a number of precision qualifiers for variables. So what you read in a shader is only the first step of what you...
  17. ... the same internal format you would have...

    ... the same internal format you would have specified if you used a regular 2D texture.

    Array textures are not some magical form of texture. They're just a different use of texture; they can store...
  18. More explicitly, you wrap your use of feedback in...

    More explicitly, you wrap your use of feedback in a query object. A GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query will store the number of primitives generated by any feedback operation within the...
  19. Wait a minute. What OpenGL implementation are you...

    Wait a minute. What OpenGL implementation are you running on that supports transform feedback (primarily a GL 3.x feature), but doesn't support 32-bit floating point textures? They're required...
  20. If you're doing computations where every particle...

    If you're doing computations where every particle needs to know the location of every other particle, then shaders are probably not going to be a particularly good solution for you. Not unless...
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    The stencil test isn't a feature that exists...

    The stencil test isn't a feature that exists solely for VR use.

    Also, how complex is your stencil pattern that redrawing it every frame is an expensive operation?



    Let's put it this way.
    ...
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    Then this suggests a driver bug.

    Then this suggests a driver bug.
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    ... so what? What does the driver really know...

    ... so what?

    What does the driver really know about what you're doing with a command buffer? It only knows the sequence of commands in that buffer. It doesn't know:

    1: What commands were...
  24. The answer is simple: initialize `time2` inside...

    The answer is simple: initialize `time2` inside `main`, not as a global.

    GLSL is not like C++; initializers outside of `main` don't get executed before `main`. They get executed by the compiler....
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    Command buffers don't solve that problem. At all....

    Command buffers don't solve that problem. At all. The problem that command buffers solve is being able to build sequences of commands asynchronously on multiple threads.
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