Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Alfonse Reinheart

Page 1 of 20 1 2 3 4

Search: Search took 0.11 seconds; generated 18 minute(s) ago.

  1. If your code is doing what you describe that it...

    If your code is doing what you describe that it is, then it ought to work. But since it's not working, there is clearly a discrepancy between what you intended your code to do what your code is...
  2. It's kind of hard to say, since all you've told...

    It's kind of hard to say, since all you've told us is that you are rendering to textures. There's nothing about that concept that would necessarily cause the effect you describe. So it's rather...
  3. Data in a buffer object can be updated like this...

    Data in a buffer object can be updated like this. Again, streaming techniques will be of benefit to you.



    I feel that you are far too concerned about what doesn't get shown without having a...
  4. Generally speaking, you would allocate a buffer...

    Generally speaking, you would allocate a buffer that is "big enough" to handle some maximum amount of data. You don't allocate based on what your variable data currently is; you allocate based on...
  5. Replies
    19
    Views
    2,123

    Texture residency is defined by bindless...

    Texture residency is defined by bindless texturing. So if your card can't handle bindless texturing, it can't really handle NV_command_list.

    I'm surprised that NVIDIA exposed NV_command_list on...
  6. No, it has 8 positions. A "vertex" is a unique...

    No, it has 8 positions.

    A "vertex" is a unique combination of attributes (in a shader world, these are user-defined). A position is only part of a vertex. If your need normals, then the normal...
  7. I'm not sure how you got your code this wrong,...

    I'm not sure how you got your code this wrong, when the Wiki article actually provides GLSL code to do what you want. Or at least, it takes you to camera/eye-space; it's assumed that you can go to...
  8. Replies
    9
    Views
    566

    D3D always worked with ZERO_TO_ONE, and it didn't...

    D3D always worked with ZERO_TO_ONE, and it didn't have any problems with fixed point depth buffers and computation. To be sure, it has no advantages compared to OpenGL's [-1, 1] when using...
  9. Replies
    9
    Views
    566

    I think you're misunderstanding this...

    I think you're misunderstanding this conversation. I'm not claiming that your description of the results of the algorithm is in error. I'm claiming that your description of why it works is in error....
  10. ... why not? You bind the VAO you want to...

    ... why not?

    You bind the VAO you want to render with, and then you render. When you want to render the other VAO, you bind it, then render. Generally speaking, that's what VAOs are for.
    ...
  11. Replies
    1
    Views
    294

    Buffer objects have been core OpenGL...

    Buffer objects have been core OpenGL functionality since OpenGL 1.5, which was over a decade ago. Framebuffer objects have been core since OpenGL 3.0, which was in 2008.

    That's not to say that you...
  12. Replies
    4
    Views
    184

    You should not use NEAREST because you think it...

    You should not use NEAREST because you think it will help in performance. Most, if not all, rendering hardware is designed around LINEAR filtering, so using NEAREST will generally buy you nothing....
  13. Replies
    9
    Views
    566

    That's not quite how it works. From the...

    That's not quite how it works. From the ARB_clip_control specification:



    "Primitives are clipped to the clip volume. In clip coordinates,
    the view volume is defined by

    -w_c...
  14. Replies
    4
    Views
    184

    GL_LINEAR_MIPMAP_NEAREST is only appropriate for...

    GL_LINEAR_MIPMAP_NEAREST is only appropriate for a texture if it has mipmaps. If it doesn't have mipmaps, you shouldn't use mipmap filtering, and your texture doesn't use mipmaps.
  15. Replies
    9
    Views
    566

    That's also technically still wrong, at least the...

    That's also technically still wrong, at least the first time you mention it. The post-clipping transform (and accompanying loss of precision) all happen before the generation of fragments.

    So you...
  16. Replies
    9
    Views
    566

    There is a mistake in your terminology here....

    There is a mistake in your terminology here. gl_FragDepth is the fragment shader output that defines the fragment's depth component. It doesn't get scaled. The range of gl_FragDepth is [0, 1], and...
  17. It does not and cannot. Buffer objects are...

    It does not and cannot. Buffer objects are unformatted memory, so there's no way for the implementation to know what 4 bytes you intend to interpret as floats or ints.



    So you're saying that...
  18. But you have to go through every particle in...

    But you have to go through every particle in order to compute where each particle is going. That's where the determination is made as to whether it's alive or dead. And if it's dead, you simply don't...
  19. Looking at the documentation, D3D is working at a...

    Looking at the documentation, D3D is working at a higher level than OpenGL here. Those are both just SSBOs with an internal atomic counter (optional in the case of RWStructureBuffer).



    It's...
  20. When a particle "dies", I assume that you want it...

    When a particle "dies", I assume that you want it to be removed from the array of existing particles. And when a new particle is added, you want it to be inserted into the array of existing...
  21. Is that OpenGL ES 1.0/1.1 code?

    Is that OpenGL ES 1.0/1.1 code?
  22. OK, I should have made that more clear. You still...

    OK, I should have made that more clear. You still need swap interval (to force the rendering system to wait for a vblank before swapping), but you also need glFinish (to force the CPU to wait on the...
  23. Because that's not what swap interval is for....

    Because that's not what swap interval is for. Swap interval is for preventing tearing by forcing the rendering system to wait to display the image until the vblank. It has nothing to do with what...
  24. Replies
    2
    Views
    193

    I do. It's right there in the specification...

    I do. It's right there in the specification; the beginning of it is in the "Additions to Chapter 2 of the OpenGL 4.4 (core) Specification (OpenGL Fundamentals)" section. And it's part of every DSA...
  25. After reading through some of the earlier posts...

    After reading through some of the earlier posts in this thread, I think I came across a statement that shed some light on the problem:



    Is your problem that you're not getting the color you...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4