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Type: Posts; User: remdul

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    Most relevant slides from the video: ...

    Most relevant slides from the video:

    http://www.bytehazard.com/_temp/astc_usecase.png

    The last slide was missing in the video (3D HDR), so I added it as it was described in the commentary.
    I...
  2. Sticky: Even though I have fond memories attached to the...

    Even though I have fond memories attached to the name 'OpenGL', I also would not mind a fresh new name if it helps drawing back those who left for D3D over the years.
    Ultimately, I think anyone...
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    By the way, this video explains ASTC very well,...

    By the way, this video explains ASTC very well, and why it would (in theory) be better than other formats:

    https://www.youtube.com/watch?v=9oerz8SR9x8

    It has lots of interesting graphs!
    ...
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    ASTC on the desktop?

    I've been out of the loop for a while, so maybe I missed something...

    Does anyone know what the status is of ASTC support on desktop GL? Will it ever happen? It seems such a nice and flexible...
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    proper cube map texture mapping

    I've always found it annoying that the cube map texture coordinate arrangement works different than everything else in GL. This was done to match DirectX and RenderMan when it was first introduced....
  6. Bump. Anyone at nVidia read this? Remember,...

    Bump.

    Anyone at nVidia read this? Remember, this bug also affects Windows, not just the Linux driver...

    It would also be trivial to exploit this bug in WebGL, simply add a few iframes with...
  7. Found the thread on Gamedev.net where this bug...

    Found the thread on Gamedev.net where this bug was first reported:

    http://www.gamedev.net/topic/372744-glpolygonoffset-issue-with-forceware-7080xxx/
  8. NV freeze bug GL_MULTISAMPLE + glPolygonOffset still not fixed

    I just bumped into the following bug:

    Hardware: GeForce 8800 GT
    Driver version: 319.32
    OS: Linux-x86 (Linux Mint 13/Ubuntu 13)

    Behavior:
    1) have GL_MULTISAMPLE enabled
    2) render geometry...
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    Also remember that glReadPixels is not guaranteed...

    Also remember that glReadPixels is not guaranteed to return valid data if the frame buffer itself is (partially) off-screen or obscured by other windows. Only if you can see the region on your...
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    If you simply want to draw the skeleton of an...

    If you simply want to draw the skeleton of an animated character (e.g. for debugging purposes), calling glDisable(GL_DEPTH_TEST) before drawing the lines should be sufficient.

    If you desire proper...
  11. From your description it seems the frame buffer...

    From your description it seems the frame buffer contents is left in the client area (aka 'garbage')? Did you try refreshing/redrawing the window client area after GL destruction?

    If none of that...
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    Strictly speaking, "OpenGL" cannot crash a...

    Strictly speaking, "OpenGL" cannot crash a computer, but your graphics drivers can. Graphics drivers are an implementation of OpenGL created by NVidia, AMD/ATI, Intel etc. Depending on the quality of...
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    If I remember correctly, it is as simple as...

    If I remember correctly, it is as simple as computing the distance between the object and camera position, and scaling the object by that. You may need to tweak the default scale, and if the field of...
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    Re: Opengl - Loading .png images

    Avoid BMP, it is a pretty messy format. I would suggest TGA instead. It has a much cleaner structure, no problems with pixel padding/byte alignment, supports the same formats and more (paletted...
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    Re: Is there such thing as a GL view "database"?

    Wildfire Games has some statistics presented in an interesting way here: http://feedback.wildfiregames.com/report/opengl/

    IMO, it would be very helpful to have something similar hosted at...
  16. Re: Shadow Mapping work on Nvidia but not on Intel?

    Also remember to reset the texture depth compare parameter when rendering the depth texture for debugging purposes ("sampler2D"):

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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    Re: Getting list of frag data output names

    There's a freely available GLSL parsing library by 3DLabs, google for "GLSLValidate". However it is no longer updated (IIRC only supports up to GLSL1.x) but might be useful. I have used it before,...
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    Re: Performance improvement

    What thokra said, first determine what the bottleneck is (fill rate? data transfer? etc). The steep drop to ~2fps seems more like it falls to software rendering however.

    You may also see a...
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    Re: depth texture modification

    There's a paper and some slides (PDF) by the guys from Crytek, where they explain this in detail how this was done in Crysis 1 (IIRC it includes some shader sample code). I also seem to recall DICE...
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    Re: How to render without flickering?

    Assuming the flicker you see is actually 'shimmer' (or 'jitter') of the tree leaf textures, the proper way to solve this is to enable mipmapping. At any rate, it has little to do with z-buffer (and...
  21. Re: Size of the model: render time and light intensity

    zeoverlord isn't wrong, but to be pedantic... :p

    If you are using Fixed Function functionality (aka FFP) of OpenGL (pre GL2.0, no GLSL shaders), then scaling with glScalef will actually affect...
  22. Thread: Large bitmaps

    by remdul
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    Re: Large bitmaps

    I'm not sure if 3d textures or texture arrays are what you really want (it depends on what data you have and what you want to render).

    Many modern games store textures in atlasses. They pack...
  23. Re: GL_LINE_SMOOTH produces "bold" lines (big width)

    As pointed out above, use alpha blending for GL_LINE_SMOOTH. Call glLineWidth to tweak the thickness when wider than 1px (with alpha=1.0). To draw lines that appear thinner than 1px, scale the alpha,...
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    Re: Animated camera transition

    I can only suggest to check out transformation matrices, specifically 4x4 matrices used in OpenGL. Essentially it stores the same stuff you have in your structure, and more.

    A 4x4 OpenGL-style...
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    Re: Shadow Mapping - merging textures

    What Alfonse means is that you should loop through the light sources in your GLSL shader when drawing the shadow receiver. Compute the lighting (N dot L etc) and sample the per-light source shadow...
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