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  1. To make this more useful for future google...

    To make this more useful for future google archeologists here is my solution.

    The projection matrix is the same for both variants:

    With GL_ARB_clip_control:


    glDepthFunc(GL_GREATER);...
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    Isn't repeatedly mapping/unmapping one of the...

    Isn't repeatedly mapping/unmapping one of the extreme performance killers that you should not use it in any case?
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    SDL2 for example comes directly with shared GL...

    SDL2 for example comes directly with shared GL contexts. If you don't use SDL2 you can take a look at there code.

    The things you would update/create in a separate threads would be buffers and...
  4. Well depending on how glDepthRange(-1.0, 1.0)...

    Well depending on how glDepthRange(-1.0, 1.0) actually acts in GL Core >= 4.3, you also could use that. Sure that also is not supported by MacOS right now, but that is not my target at the moment....
  5. Yes glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE)...

    Yes glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE) combined with glDepthRange(1.0,0.0) is marginally better but not what I was locking for.

    I got a working projection matrix for...
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    When your vertex calculation are expensive you...

    When your vertex calculation are expensive you should use https://www.opengl.org/wiki/Transform_Feedback

    You basically calculate all the vertex data once and write them into a buffer, and then use...
  7. Well, the whole point about reversed float depth...

    Well, the whole point about reversed float depth buffer is to use of the precision around 0 of floating point numbers.
    ...
  8. How to setup projectionMatrix/worldMatrix for use with inverted float depth buffer?

    So I try to get the luxury of a decent depth buffer resolution but so far only see the horrors of z fighting.

    Here is what I "understand":

    First I need GL_NV_depth_buffer_float with...
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    @lambage: What you posted is ok, the problem...

    @lambage:
    What you posted is ok, the problem must be somewhere else. Is the shader active (glUseProgram(program)) when you call glUniform1iv?
  10. Just one more difference: glTexImage takes...

    Just one more difference: glTexImage takes unsized internalformate types. glTexStorage does not.

    In Theory texture storage should be faster at bind because there is less validation going on. I...
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    In C/C++ you can simply change the packing...

    In C/C++ you can simply change the packing alignment to 1 byte.


    #pragma pack(push) //save default alignment
    #pragma pack(1)
    class myClass
    {
    GLuint x;
    GLushort y;
    };
  12. Thread: Destroy Mipmaps

    by Osbios
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    Completely agree with mhagain here. As long as...

    Completely agree with mhagain here.
    As long as you are not using resident memory (for bindless textures) the driver will take care of stuff that is not used in case of memory constrains.

    You also...
  13. Well I don't see what your event system is or...

    Well I don't see what your event system is or what your event handler does, so I have to guess what can help.

    Normally you get events for every window resize.
    The event will carry the values of...
  14. What you are looking for is glViewport...

    What you are looking for is glViewport.
  15. Solved: ...

    Solved:

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
  16. GL_KHR_debug callback in linux mesa but not with windows blob driver (AMD 7870)

    I use GL_KHR_debug to get callbacks for gl errors. It works fine in linux with the radeon/mesa drivers.
    But in windows with the blob driver I don't get any callbacks at all.

    I checked and I get a...
  17. Oh well, that is what I get for only using OpenGL...

    Oh well, that is what I get for only using OpenGL through my own c++ abstraction this days.
    I basically was just explaining how to add a offset to the index value.
  18. glDrawRangeElements is just glDrawElements with a...

    glDrawRangeElements is just glDrawElements with a hind about the minimum and maximum used index VALUE.

    What you are looking for is glDrawElementsBaseVertex. It comes with GL3.2 or higher....
  19. Well the problem with this is that it only tests...

    Well the problem with this is that it only tests with one set of input data (e.g. uniforms). But the input normally would change dynamically over the runtime of the application. Most likely you use a...
  20. so gl.xml contains all information about...

    so gl.xml contains all information about extensions being core or not (core = the function names are the exact same for core and extension. E.g. no ARB on the end of the function name)
    But I still...
  21. looking for list that contains gl extensions that are now part of core

    I'm looking for list, that I can parse, that contains all gl extensions that became part of core, including in which version.
    The best I have so far is parsing comments in gl.xml from Khronos. But...
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    Ogre3d uses some kind of material language and...

    Ogre3d uses some kind of material language and translates it into API shaders. (Cg/GLSL/HLSL?)
    http://www.ogre3d.org/tikiwiki/tiki-index.php?page=RT+Shader+System

    And there are translators like...
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    There is everything you need:...

    There is everything you need: https://www.opengl.org/wiki/Texture
  24. I don't fully understand your code, but I guess...

    I don't fully understand your code, but I guess you are reusing the buffer memory before the draw command actually was finished or even started.
    You have to make sure that a draw command (or any...
  25. If you write data on the client side to a mapped...

    If you write data on the client side to a mapped buffer and then want to use it on the server side you use:

    glMemoryBarrier(CLIENT_MAPPED_BUFFER_BARRIER_BIT);

    If you change data on the server...
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