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Type: Posts; User: malexander

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  1. glValidateProgram() is meant to be called...

    glValidateProgram() is meant to be called directly before a draw call with that shader bound and all the bindings (VAO, textures) set. Its purpose is to ensure that the shader can execute given the...
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    Might be due to the fact that OpenGL allows...

    Might be due to the fact that OpenGL allows multiple textures to be bound to the same unit if they're of different texture types. In that case, validate may pass because it looks at the 2D binding...
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    You can run glValidateProgram() when debugging,...

    You can run glValidateProgram() when debugging, just before the draw call to check for problems like this. It should report that your sampler type and bound texture type do not match.
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    You could, but for a single character you likely...

    You could, but for a single character you likely don't have to, as passing such a small number of matrices is unlikely to be the bottleneck.

    If you were animating dozens of characters in a crowd...
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    You don't want linear interpolation as done by a...

    You don't want linear interpolation as done by a texture sampler - you need to do that yourself. Generally you have a list of bones and a list of weights per vertex, and you look up the matrix for...
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    Use polygon offset to push the polygons backwards...

    Use polygon offset to push the polygons backwards in Z:


    glEnable(GL_POLYGON_OFFSET_FILL);
    glPolygonOffset(2,2);
    //draw surfaces
    glDisable(GL_POLYGON_OFFSET_FILL);

    You can adjust the...
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    You need a Kepler- or Maxwell-based Nvidia GPU to...

    You need a Kepler- or Maxwell-based Nvidia GPU to use bindless textures (GK or GM GPUs), which is generally the 600 series and up. However, the low-end 600 series still has some Fermi-based GPUs...
  8. Yes, you need a core profile to use GLSL 330 on...

    Yes, you need a core profile to use GLSL 330 on OSX.
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    You're missing the binding of the buffer that...

    You're missing the binding of the buffer that contains the data in initShaders():


    glBindBuffer(GL_ARRAY_BUFFER, vertex_data_buffer_id);

    before the calls to the glVertexAttribPointer(). Pull...
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    You'll need to convex the shape first by,...

    You'll need to convex the shape first by, dividing it into triangles or quads. OpenGL implementations simply divide the polygon into triangles with no consideration for concave shapes. That...
  11. The simplest way is to use multiple texels, which...

    The simplest way is to use multiple texels, which you can do by allocating a larger texture by increasing its dimension by a factor of texels-per-value in one direction and then indexing the texture...
  12. Sticky: Pixar is behind OpenSubDiv (opensubdiv.org). Part...

    Pixar is behind OpenSubDiv (opensubdiv.org). Part of the library is dedicated to hardware-accelerated adaptive subdivision. I suspect that's the reason for their interest in next-gen graphics APIs.
  13. You could create an RGBA32F 1D texture (or...

    You could create an RGBA32F 1D texture (or texture buffer) of size num_transforms *4, and pack the transform vectors into it. If you don't have shears, you can use a 3x4 matrix since the last column...
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    log(1) = 0, so it's probably to shift all the...

    log(1) = 0, so it's probably to shift all the depth values into non-negative values. Also, Z=0 without the +1 would result in a NAN or similar math error when you took the log.
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    Yes, and unfortunately some older Intel hardware...

    Yes, and unfortunately some older Intel hardware on OSX advertise GL3.3 support, even though it relies on Apple's software fallbacks to get there. The HD3000 and 2000 don't do geometry shaders, for...
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    It seems like an interesting proof of concept....

    It seems like an interesting proof of concept. But the fact that it requires bindless everything - textures, vertex arrays, uniform buffers - makes it unsuitable for folding into our existing...
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    Your line is probably going behind the camera...

    Your line is probably going behind the camera plane. When this happens, w becomes negative. You can clip the line at z=0, or just punt and divide by abs(w) instead. I'm guessing you've left out the...
  18. You could try posting to their Graphics Driver...

    You could try posting to their Graphics Driver bug forum. Don't know how active it is.

    https://software.intel.com/en-us/forums/graphics-driver-bug-reporting

    (I have a partner contact at Intel...
  19. Sounds like a GLSL compiler bug to me. It's...

    Sounds like a GLSL compiler bug to me. It's pretty easy to get the Intel compiler into a bad state where it throws a ton of errors; one shader of mine accidentally had a semicolon after an #endif;...
  20. Try normalizing the fragement shader inputs in...

    Try normalizing the fragement shader inputs in the fragment shader, rather than the vertex shader. Perhaps you're running into interpolation errors that are being exaggerated by the phong pow()...
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    I believe you need to use RGBA16UI on Intel. I...

    I believe you need to use RGBA16UI on Intel. I had a similar issue with RGB32I on the HD4600, and using RGBA32I fixed the problem.

    Edit: Yes, on Intel you must disable blending, or it'll fail to...
  22. It could be the preferred way to do things now in...

    It could be the preferred way to do things now in GL4.5. Why wait for another version?
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    Sure. When a shader is linked, its executable...

    Sure. When a shader is linked, its executable code is set in stone. This includes the code to produce gl_Position. If you change some shader-state parameters then you have to re-link the program (eg....
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    The first point is dependent on the compiler....

    The first point is dependent on the compiler. Certainly it seems that the Nvidia compiler does these sorts of optimizations. I guess there's nothing stopping it from doing those optimizations on...
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    When you link a program without separable...

    When you link a program without separable shaders, the Nvidia compiler flags any input varying data that the fragment shader doesn't use, and culls whatever computation they require from the previous...
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