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Type: Posts; User: hlewin

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  1. Maybe I'm missing something here, but to...

    Maybe I'm missing something here, but to construct a line you need two points, not one.
    The matrix rotating the model is only meaningful when projecting the model's points into world space.
    So,...
  2. My guess would be the argument was that this...

    My guess would be the argument was that this requires two instructions whereas everybody knows that an array-access is one instruction.
  3. My idea would have been a bit-shift. If a...

    My idea would have been a bit-shift. If a statement like if(i==1) return v.y is possible - so is accessing a component.
    How could this be even in std140? No - please don't tell me. I believe it.
  4. I guess you're right. I've to say I'm quite...

    I guess you're right. I've to say I'm quite surprised about this. Why would floats in a struct be tightly packed, but not in an array?
  5. I think you misread something. The floats ought...

    I think you misread something. The floats ought to be tightly packed in the array. For arrays of composed types (e.g. structs) the rule you cited seems right, but not for simple types.
  6. Replies
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    1,328

    I think you just need to take care that the...

    I think you just need to take care that the unused samplers aren't bound to a texture unit used in the shader. To be more precise it is an error to have samplers of different types be pointing to the...
  7. My guess would be that gl-buffers are always at...

    My guess would be that gl-buffers are always at least 16-byte aligned internally. Maybe even 32 for cards supporting doubles.
    I'd say, align any vec4 on a 16-byte and vec4d on 32-byte boundaries....
  8. When dealing with random memory access of...

    When dealing with random memory access of intrinsic vector-types alignment can make a huge difference in performance as unaligned data can increase the number of cache-misses dramatically - at least...
  9. I'd try to add a constant offset to the...

    I'd try to add a constant offset to the vertex-position. Likely the vertex-shader is skipped if nothing is done there.
    So it'd be the overhead of invoking the vertex-shader that causes the...
  10. How much time can this take? Let's play hangman....

    How much time can this take? Let's play hangman.

    _ _ _

    I'll buy an "U".
  11. Thread: Destroy Mipmaps

    by hlewin
    Replies
    12
    Views
    982

    It could. But since there is no mipmap filter set...

    It could. But since there is no mipmap filter set then, it would be a pretty stubborn procedure to keep the memory.


    If... Your arguments are beyond good and evil sometimes. If this happened I...
  12. Remove non-DSA functions and non-bindless textures from the core

    The title says all. No one needs 'em, no one wants 'em. Why are they still there?
    How could THOSE survive the introduction of the core-profile at all and why wasn't DSA enforced rigorously?
    It is...
  13. Thread: Dct

    by hlewin
    Replies
    7
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    628

    This seconds my observations - sharp edges aren't...

    This seconds my observations - sharp edges aren't expressible by sums of sines at all.


    So it is really because of the color-gradients in the image that such methods work well? This again makes...
  14. Thread: Destroy Mipmaps

    by hlewin
    Replies
    12
    Views
    982

    Yes? How naive. I bet there is hardware out there...

    Yes? How naive. I bet there is hardware out there that would be capable of freeing a mipmap-level.


    This depends very much on the setting like how often the mipmap is needed. My guess still is...
  15. Thread: Destroy Mipmaps

    by hlewin
    Replies
    12
    Views
    982

    No, I just call TexImage on every level, although...

    No, I just call TexImage on every level, although it does not reset the texlevel-parameters and might leave some bytes of overhead per level.


    Monopolism? This sounds like it has to do with...
  16. Thread: Destroy Mipmaps

    by hlewin
    Replies
    12
    Views
    982

    I'm sorry to say this, but I don't care enough...

    I'm sorry to say this, but I don't care enough about the IHVs enough to force the potential users of my software to buy a card with GL4+ functionality. Nor with more memory to keep the mipmaps. But...
  17. Thread: Destroy Mipmaps

    by hlewin
    Replies
    12
    Views
    982

    Is dropping and allocating a mipmap-level that...

    Is dropping and allocating a mipmap-level that slow? I'd have guessed copying a texture is more expensive.
  18. Thread: Dct

    by hlewin
    Replies
    7
    Views
    628

    I would have said this is "quite easy" as the...

    I would have said this is "quite easy" as the audio signal would look more like a smooth curve with hills and valleys without any sharp discontinuities.
  19. Thread: Dct

    by hlewin
    Replies
    7
    Views
    628

    Dct

    I've a short not-really gl-related question.
    Why are the DCT-function and the like used in computer graphics? For example as scaling filter?
    From what I understand those do not really seem...
  20. Thread: Destroy Mipmaps

    by hlewin
    Replies
    12
    Views
    982

    Destroy Mipmaps

    Hello, I've got a question.

    What is the most appropriate way to free the mipmaps of a texture?
    For example I've a texture-object that frequently changes and is just occasionally used with a...
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    1,106

    For simplicity - try putting the cylinder in a...

    For simplicity - try putting the cylinder in a display list.
    More advanced: Generate the geometry by yourself and put the Vertices into buffers and draw from there.
  22. That's likely because the handling of a collision...

    That's likely because the handling of a collision in one frame sets you in or beyond a wall in the next frame. The resulting velocity-vector is not checked for where it takes you. Imagine a huge...
  23. Then I have lost my bet, I guess. I'd have...

    Then I have lost my bet, I guess. I'd have supposed the result is not the same.
    Another idea I'd try is to accumulate the collision-normals from each wall to get the overall-collision-normal and...
  24. What i meant to say is to accumulate the...

    What i meant to say is to accumulate the subtrahends in the loop and to subtract this result from velocity, instead from subtracting them in-place. This should not be very much less permant.
  25. These are the kind of things I really have no...

    These are the kind of things I really have no understanding for. If I'd imagine a huge concern like the AMD corporation I'd think they would be able to convert large points at least to quads, even if...
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