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Type: Posts; User: debonair

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    texture filtering for integer textures

    why texture filtering is not allowed for integer textures?
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    Thanks for the clarification :)

    Thanks for the clarification :)
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    interpreting texture data in shader

    When we have floating point internal format and GL_UNSIGNED_BYTE does it clamps data to 0-1 ? what if image format is GL_FLOAT? as floating points are not normalized, is there any case when the...
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    Let's assume you want to test the feature. What...

    Let's assume you want to test the feature. What would be the use case and how to verify it?
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    Best way to test multisampled textures

    I was wondering if we want to test multisampled textures on drivers what would be the ideal test case and how can we verify it.
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    Understand coordinate systems

    Recently I was asked question in the interview that you have given a room, explain all the coordinate systems by using the objects in room. Explain what matrices transforms you will do for converting...
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    Thanks for the clarification. i was under the...

    Thanks for the clarification. i was under the assumption that depth test occurs only once, so if there is early depth test it wont occur after FS.
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    early depth testing

    OpenGL says that if depth function is GL_LESS and layout qualifier is depth_less, then OpenGL will perform the early depth test.
    Now if the original value in buffer is 0.5 and if the depth for...
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    Multiple glMapbuffer calls

    for some of the implementations, glmapbuffer will map the GPU memory into process virtual address space, that will be in the pinned memory and those pages will be locked out and wont get swapped out...
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    You can use MSAA feature.

    You can use MSAA feature.
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    Great.!! Thanks .!!

    Great.!! Thanks .!!
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    Graphics architecture Books

    I am interested in learning the graphics architecture in detail, like how does vertex assembler, rasterizer, texel fetcher, fragment shader works from the hardware point of view. can anyone please...
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    alpha to coverage

    I have question about the working of alpha to coverage. Coverage value specifies that which samples of a pixels are covered by the primitive. with alpha to coverage, we AND alpha value with coverage...
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    are we assuming that stages are running in...

    are we assuming that stages are running in parallel?
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    locating bottleneck in graphics pipeline

    if we want to check if the particular stage is causing bottleneck in the pipeline or not we decrease the load in that stage and if the FPS increases then that stage is a bottleneck. For example in...
  16. Multisampling with triangles sharing the edge

    According to my understanding:

    Multisampling: Consider we have primitive with 4X multisampling and only 1 sample is covered by primitive. So it calculates the percentage (pixel coverage based on...
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    Thanks all for your inputs. I think I put the...

    Thanks all for your inputs.
    I think I put the question not in correct way. So I am explaining it here again. We have a object which we rotate it around X- axis now our coordinate system rotates...
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    Transformation in Fixed coordinate system

    I have been reading some posts about rotation around the fixed axis and I have some doubts.
    If we want to rotate in the global coordinate system, we need to premultiply the matrix and if we want...
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    Deferred Shading

    in first pass, we execute VS and FS for all the objects in a scene so MRT will have values for closest pixels. Now in light pass, do we execute the VS for all the objects a scene ? if yes, then FS...
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    glDepthRange()

    I am bit confused with working of glDepthRange(). I have following doubts:
    1. does it specify the accuracy or resolution of depth buffer values. for example, range 0..2000 will have more accurate...
  21. Storage of texture and framebuffer attachement

    Texture Data: When we call glTexImage() it uploads data on GPU, in which memory (EDRAM or shared memory for Streamline processors) this data is stored? When we call glGenerateMipmap() does it create...
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    Got it working: float3...

    Got it working:



    float3 pos=gin[0].Position.xyz;
    float3 right=float3(InverseView[0][0],InverseView[1][0],InverseView[2][0]);
    float3...
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    I was wrong, they should be facing towards the...

    I was wrong, they should be facing towards the camera and should not disappear.
    In above code, I am multiplying position by world matrix, and passing this position into GS, which is wrong. Now...
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    camera movement in particle system

    I am rendering particles with billboard technique. The problem is that when I move the camera to extreme right side, still they get displayed. But when I move the camera to left side they turn and...
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    Can you please specify the equations? I am...

    Can you please specify the equations?
    I am using billboard technique to render particles. Here is my part of the geometry shader:



    vec3 pos=gl_in[0].gl_Position.xyz;
    vec3...
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