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Type: Posts; User: aronsatie

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  1. Replies
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    Thanks for the tips. I think that parameters that...

    Thanks for the tips. I think that parameters that change only per frame at the most, I will move to a uniform buffer. Most of these parameters were updated per draw call before, so the higher cost...
  2. Thread: Mipmapping

    by aronsatie
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    For textures that do not change over time, I use...

    For textures that do not change over time, I use mipmaps every single time. Scaling (minification) looks much better.
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    My original thinking was that built-in parameters...

    My original thinking was that built-in parameters for materials and lights (in 'old' open gl) are uniforms and, together with a few other things, need to be set per object/draw call. The only way...
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    UBO or 'normal' uniforms

    Hi,
    I am planning to rewrite my rendering shaders (GLSL 1.2) for modern OpenGL and I was wondering if it would be worth using UBOs with as much data as possible (lights, materials, not just...
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    glhlib x64 version

    Is there a 64-bit version of this library?
    Thanks.
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    16 streams of PAL (or even HD?) video in either...

    16 streams of PAL (or even HD?) video in either RGB or YUV? That is tough, maybe even impossible with current cards. Is it 16 streams of live video or 16 video files being played back from disk?...
  7. The individual characters of a font are made up...

    The individual characters of a font are made up of one or more glyphs (these are more or less made from a number of straight or curved lines). The more languages a font supports, the more glyphs...
  8. I don't know how FTGL works, but you are probably...

    I don't know how FTGL works, but you are probably out of memory (system, GPU or both). Arial has a lot of glyphs to convert. 700 times?
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    I think I have the solution. I create the mipmaps...

    I think I have the solution. I create the mipmaps an another thread from the original size, upload the whole thing to a single PBO, and in the gl rendering thread these are uploaded one at a time to...
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    You did not ask if I needed text effects and I...

    You did not ask if I needed text effects and I did not tell because my question was not about how to make them. I hope I can still make my decision not to follow your suggestion for the time being...
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    Perhaps, but I hope it will not be necessary. If...

    Perhaps, but I hope it will not be necessary. If I create the mipmaps 'manually' using the CPU, I can use a separate core/thread that does it in the background without affecting opengl rendering. I...
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    This is your opinion and I appreciate it. This is...

    This is your opinion and I appreciate it. This is mine:
    1. CPU rasterize strings into moderately sized RGBA textures with colour, shadows, edges, etc. We are definitely not talking about
    GBs of...
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    They suggest to calculate the distance field...

    They suggest to calculate the distance field texture from a 4096*4096 binary image. It is fine if you can create all your textures before the application runs and it is a wonderful technique to save...
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    We are talking about different things. As I said,...

    We are talking about different things. As I said, I get Windows to render my text lines as a series of contours to avoid all the problems with character to glyph layout in all the exotic languages....
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    Computing mipmaps is only too slow because it...

    Computing mipmaps is only too slow because it happens in the rendering thread. When they are created, one or two frames take much longer to render which causes jumps in the animation. I don't think...
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    Could you elaborate on custom filtering? I have...

    Could you elaborate on custom filtering? I have to support Unicode for all possible languages. I tried a text layout engine (Uniscribe) before but I had some problems with certain fonts and certain...
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    I am not sure if this technique helps me with...

    I am not sure if this technique helps me with this but I am going to try.
    The problem I have is minification and not magnification. I render text to
    relatively high resolution bitmaps (height can...
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    Thanks for the response. Unfortunately text can...

    Thanks for the response.
    Unfortunately text can change a lot, it can even be a continuously scrolling information line.
    The height of the characters is arbitrary, I added options from 96 to 384...
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    glGenerateMipmap takes too long

    Hi,
    My application renders text character by character into separate textures.
    Since the text changes from time to time, I have to make this process as fast as I can, and
    remove as much of it as I...
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    Thanks, good to know. It would be interesting to...

    Thanks, good to know. It would be interesting to know how something like handling an error can vanish from one driver version to the next.
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    Which is what I did in the end. Still not much...

    Which is what I did in the end. Still not much fun, particularly when you have to ask your customers as well to switch off windows update.
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    Thanks for all the tips. I finally had enough of...

    Thanks for all the tips. I finally had enough of insisting on older driver versions. Windows automatically updated my driver to 311 and I had to uninstall it every time I switched on. In the end I...
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    I am not sure if I can do that. I use a few...

    I am not sure if I can do that. I use a few features like display lists that are deprecated and (I assume) have already been removed. I also use a few libraries that might be incompatible with 4.x...
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    I still think the problem with these new drivers...

    I still think the problem with these new drivers has something to do with the version of OpenGL. I still use 2.1, GLSL 1.2 based shaders and a single context used by a single thread. And the...
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    I support 32-bit any more either, but my OS is...

    I support 32-bit any more either, but my OS is Win7. Can you tell me which version of OpenGL yours is based on and where can I report something like this to Nvidia?
    Thanks.
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