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Type: Posts; User: mhagain

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  1. Replies
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    Why do you want to avoid using glViewport? ...

    Why do you want to avoid using glViewport? glViewport is much more efficient than multiple contexts for this kind of division of the scene.

    I'm not personally familiar with qt but I am aware that...
  2. Hmmm, my reading of the spec is that "uniform...

    Hmmm, my reading of the spec is that "uniform flow control" essentially equates to "no flow control at all", but the statement that "This is similarly defined for other shader stages, based on the...
  3. That's not what non-uniform flow control means.

    That's not what non-uniform flow control means.
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    And it can continue to serve you well for the...

    And it can continue to serve you well for the next few decades if you wish. Here's a thing that people always seem to get confused about during this kind of evolution: this is not a zero-sum game. ...
  5. glVertexAttribPointer...

    glVertexAttribPointer:
    This is legal in legacy OpenGL, so set up the state, make the call and check for errors.
  6. I don't know Java, but in other languages it can...

    I don't know Java, but in other languages it can add an extra degree of type-safety that may not be there otherwise.
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    The only thing I can think of is overlapping...

    The only thing I can think of is overlapping ranges, but that's more a case of me looking for excuses for why it might fail rather than a serious objection to it.
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    I haven't tested this, but I think it may be...

    I haven't tested this, but I think it may be possible to glBindBufferRange two different ranges of the same UBO to two different binding points. The man page text for glBindBufferRange certainly...
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    OK, some confusion here. For skinning on the...

    OK, some confusion here.

    For skinning on the GPU you use an array of bone matrices (which are friendlier for GPUs than quaternions) - one per bone in the model. I'll use standalone uniforms here...
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    Your problem is that the Mobile Intel 4 Series is...

    Your problem is that the Mobile Intel 4 Series is just a very very old chip, and wasn't particularly good even in it's day. The highest OpenGL version it supports is, IIRC, OpenGL 2.1, so even the...
  11. D3D resolves this by attaching semantics to the...

    D3D resolves this by attaching semantics to the input/output and instead of matching by name it matches by semantic:
    // vertex shader output
    vec3 outposition : POSITION;

    // fragment shader input...
  12. For SAFESEH you can find the setting under...

    For SAFESEH you can find the setting under Project Properties, Linker, Advanced, then set "Image has Safe Exception Handlers" to "No".

    Either way I second Alfonse's advice to just use something...
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    The order you change state in generally doesn't...

    The order you change state in generally doesn't matter (I say "generally" because non-DSA OpenGL will have interactions between bind-to-modify and bind-to-use) - instead what most drivers/hardware...
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    glGetTexImage...

    glGetTexImage will get you the texture data which you can then save out; I suggest using TGA instead of BMP or JPG because the returned pointer from glGetTexImage can be written immediately after the...
  15. You can call glBufferData with NULL to do the...

    You can call glBufferData with NULL to do the initial fill. On modern OpenGL it's better to use glBufferStorage because stock glBufferData allows you to change the size of the buffer with another...
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    I'm not sure where you get the "herd following"...

    I'm not sure where you get the "herd following" thing from any of this.

    The thing is, D3D 10/11 was a good API design in it's day. But today it's an almost 10 year old API design, and meantime...
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    I'll add to this that at the very least the...

    I'll add to this that at the very least the behaviour and performance becomes predictable.

    Hidden costs of a potentially hardware-mismatched state change go away, you wind up knowing that if you...
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    The following description of D3D12 states is...

    The following description of D3D12 states is probably relevant here: https://software.intel.com/en-us/blogs/2014/07/23/direct3d-12-overview-part-2-pipeline-state-object

    Under this model there is a...
  19. Thread: Need Help

    by mhagain
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    No, it's "what are you trying to do?", not "how...

    No, it's "what are you trying to do?", not "how are you trying to do it?"

    So, what's your intended end result? What are you trying to achieve by drawing 8 windows? Because there may be a way to...
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    Wrong attrib location. You're not using...

    Wrong attrib location.

    You're not using explicit attrib locations so you should be calling glBindAttribLocation and remembering to do so before linking your program.
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    Filtering isn't done per-triangle. Instead...

    Filtering isn't done per-triangle.

    Instead what happens is that triangles are converted into fragments, and then those fragments are what are passed through to the fragment shader stage where...
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    On most desktop platforms you should store as...

    On most desktop platforms you should store as 32-bit BGRA.

    Yes, that means more storage compared to 24-bit, but you'll get a faster (on some hardware/platform combos much faster) pixel transfer...
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    For 144 images per second at 1920x1080x24...

    For 144 images per second at 1920x1080x24 uncompressed you're going to need almost 1 gigabyte per second sustained read speed on your disk subsystem.

    I think your primary bottleneck is probably...
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    That's not quite true. What Valve ported was...

    That's not quite true.

    What Valve ported was D3D9 code, and other benchmarks exist (e.g the Unigine benchmarks; see http://www.g-truc.net/post-0547.html) which show the opposite.
  25. I'll just add to this; the only advantage of...

    I'll just add to this; the only advantage of glTexImage is that it lets you fully respecify a texture while continuing to use the same texture object name. You can't do that with glTexStorage - you...
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