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Type: Posts; User: debonair

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    GLSL Compilers

    If we have varyings which are being assigned value by some calculation in VS and are being passed to FS, but not used in FS, does the optimization pass takes care of it? Or it assigns the memory and...
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    I tried removing binding but didn't help. here is...

    I tried removing binding but didn't help. here is my shader code


    #define MVP_OFFSET 0
    #define VIEW_OFFSET 1
    Uniform TransformUBO{
    mat4 matirces[1000];
    };
    Uniform int index;
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    I tried taking binds out, but didn't help. It...

    I tried taking binds out, but didn't help. It looks like bottleneck lies in accessing data in shader. I am passing "uniform int index" for each mesh in scene to offset matrix in array.
    I am having...
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    Thanks for your inputs. My application is...

    Thanks for your inputs.
    My application is running with 44-52 fps ( fps is varying as the light is rotating) with glUniform* calls. I am trying this experiment only with transform ubos and for light...
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    It is Adreno 530 - G9350. Sorry for wrong data,...

    It is Adreno 530 - G9350.
    Sorry for wrong data, I did not compare it properly.
    My application has 125 scene objects, and it is using only MVP in shader and now the fps is same with both cases...
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    Uniform buffer objects

    So, I am working on VR platform with mobile device. I am currently trying to analyze whether UBO works better or not. So here are my observations:
    have single UBO for all the objects in a scene....
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    Texture sharing from multiple threads

    Does openGL offers implicit synchronization for texture access between multiple threads with 2 different contexts? or do i need sync objects ? When does it offer implicit synchronization ? within...
  8. There are threads A and B with different...

    There are threads A and B with different contexts. B takes texture from A. There are using EGL window surface. and yes it is Mali device but i am having some issues with setup of streamline with...
  9. eglclientwaitsync waits for long time inconsistently

    I have 3 buffers to which I am rendering to and for each frame I am calling eglClientWaitSync() for the previous to previous buffer completion. but it waits for around 30 miliseconds in 1/10 frames....
  10. You can store depth value in 32-bits. You can...

    You can store depth value in 32-bits. You can refer it here packing and unpacking of depth data.http://www.codeproject.com/Articles/822380/Shadow-Mapping-with-Android-OpenGL-ES?msg=5036073
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    thanks mhagain and Silence for your inputs..

    thanks mhagain and Silence for your inputs..
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    I am hoping that I will get better performance by...

    I am hoping that I will get better performance by using Vulkan.
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    I am drawing with Vulkan and i have another...

    I am drawing with Vulkan and i have another library which renders it on the screen. So I render with Vulkan and take that data on CPU and pass it to OpenGL.
    Are you saying that passing data to...
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    Updating textures per frame

    i have 3 textures. I am updating 1 texture every frame, so i have circular buffer of textures. 1st frame will be on 1st texture, 2nd frame will render on 2nd and so on. Now the data i am providing to...
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    Pixel buffer objects with texture array

    How to use pbos with texture arrays? I want to use ogl_multiview feature with pbos. With this extension, we attach texture as attachment zero and it stores all the views. How do we read from this...
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    Clearing buffer with OVR_Multiview

    with multiview extension, single draw call is made for multiple views. but how does it work when i dont have any draw call ? lets say i have 2 views, i setup the FBO and array textures. Now i bind...
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    I am using glDrawElements(). If i do upload...

    I am using glDrawElements(). If i do upload one-time only and decide to use first and last parameter, then i will have to make separate draw calls to avoid rendering object which failed frustum cull...
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    Dynamic Batching in OpenGL-ES

    i am preallocating VAOs for my batches. For every frame, i am adding each object into batch and while adding i update VBOs using glMapBufferRange(), with this I am not getting 40-50 fps with around...
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    Batching with moving objects

    what is the strategy/ methodology used when implementing batching with continuously changing scene? how do we handle if the view matrix is changing / number of objects in the scene are changing, do...
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    Optimized ray intersection algorithm

    i am implementing ray intersection algorithm in my project, basically i want to get the list of all objects intersected by the ray and list will be sorted according to distance. I have hundreds of...
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    creating mesh with low polygon count

    if i have given a mesh, how do i create mesh with lower LOD/ low polygon count? i don't want to use any tool. I want to implement it in my code.
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    Before perspective division, there is a clipping...

    Before perspective division, there is a clipping stage, hence you cannot produce correct values of NDC space by yourself. I had tried it and it does not work. What is your use case?
  23. I am changing my sampler to sampler2DArray. I am...

    I am changing my sampler to sampler2DArray. I am getting it black via sampler when I read in shader. Interestingly, when I try to read data from color attachment of 2DArray which is bound to same...
  24. Depth array textures not working with FBO

    I am using layered depth textures with FBO. Here is my code for setup:




    glBindTexture(GL_TEXTURE_2D_ARRAY, depth_texture_->id());
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1); ...
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    Best way to do magnification

    I am rendering to framebuffer of size 512x512 (texture attachment). And I want this to be rendered on another FBO of size 1k x 1k. I can do render to texture with full screen quad. But I am wondering...
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