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Type: Posts; User: Alfonse Reinheart

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  1. Sticky: Reliance on middleware is exactly what most users...

    Reliance on middleware is exactly what most users should be doing. Only serious engine developers need to be dealing with low-level graphics.



    And they shouldn't. Vulkan and similar low-level...
  2. Sticky: The forum is moving, not closing. Kind of...

    The forum is moving, not closing.



    Kind of off-topic for this site, but people do understand Vulkan. If nobody did, there wouldn't be entire game engines that use it. Vulkan is no more...
  3. That's not quite correct for modern hardware. If...

    That's not quite correct for modern hardware. If the condition is the same for all invocations in a particular wavefront (even if it could be different, the condition doesn't have to be different all...
  4. AMD has always had issues with misaligned VBO...

    AMD has always had issues with misaligned VBO reads. Make sure that every attribute's data is 4-byte aligned if you want it to work on their hardware. So colors have to be padded out to 4 bytes.

    A...
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    Um, why wouldn't they be able to be placed on the...

    Um, why wouldn't they be able to be placed on the GPU? What you're talking about is no different from writing data to a persistent buffer and then telling OpenGL to read from it. I can't imagine the...
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    Draw calls are not a performance problem (not...

    Draw calls are not a performance problem (not really). The performance problem is the state changes between draw calls, as detailed in this presentation. If you don't actually have any such state...
  7. It all depends on what you're trying to do....

    It all depends on what you're trying to do. Compared to the way you're rendering now, it would probably be faster to use a Geometry Shader. Why? Fewer draw calls and state changes.

    Your current...
  8. There's no point in asking the driver that...

    There's no point in asking the driver that question, since it can basically lie anyway and you'd never know.

    You should assume (for core OpenGL features) that if the implementation supports...
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    No. `glTransformFeedbackVaryings` sets *all* of...

    No. `glTransformFeedbackVaryings` sets *all* of the feedback variables, overriding all prior invocations of this function on that program (before linking).
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    What you're doing is basically: 1. Render...

    What you're doing is basically:

    1. Render using transform feedback to build some vertex data, using a vertex shader that generates vertex data.
    2. Render the stuff you built in step 1 to the...
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    If that's the case, it is only because of your...

    If that's the case, it is only because of your broken graphics drivers, not because of what OpenGL says or allows. Equally important, that line does not set a buffer to be used by a VAO. It is only...
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    FYI: no, there doesn't have to be an array. Your...

    FYI: no, there doesn't have to be an array. Your VAO can be completely empty, with no attached buffer objects, so long as you're only using built-in input variables.



    So... what happens if you...
  13. The limit is for each GS invocation, or each...

    The limit is for each GS invocation, or each input primitive. Not on the basis of output primitives. So if you're writing 75 vertices from an invocation, and the maximum number of output components...
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    When I said "automatically generate it", the "it"...

    When I said "automatically generate it", the "it" in question was the vertex shader you were talking about.

    Also, as Dark Photon mentioned, if you have to make up a fragment shader you don't use,...
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    If you are discarding rasterized primitives, then...

    If you are discarding rasterized primitives, then you don't need a fragment shader at all. I don't know what "shader-optimisation-problems" you're referring to, but it is perfectly valid to not have...
  16. That's what `in float tff_in[12];` means. It...

    That's what `in float tff_in[12];` means. It means you want twelve attributes, each of which is a single float. I even linked you to a page that told you that, and you said that you already knew...
  17. That's not how arrays of vertex shader inputs...

    That's not how arrays of vertex shader inputs work. Each element of your array is a separate attribute.
  18. You should know that there's already a term for...

    You should know that there's already a term for that: "ubershaders".

    And while we're on the subject of terminology, "render pass" and "draw call" are not the same thing. "Render pass" typically...
  19. 300 is the maximum number of invocations, but...

    300 is the maximum number of invocations, but depending on how you send those triangles, it could be less. If there is any vertex sharing between them (either through triangle strips/fans or through...
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    First, a matter of terminology: `glTexCoord2f`...

    First, a matter of terminology: `glTexCoord2f` has nothing to do with "loading an image". That is part of how you display the image or a portion thereof.

    Next, so you know that by manipulating the...
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    Right, but what does SOIL, or whatever image...

    Right, but what does SOIL, or whatever image loader you use, have to do with this? I mean yes, you need some way to load an image. But once that image is in a texture, the image loader no longer has...
  22. Here's the thing. The `glMemoryBarrier` call, in...

    Here's the thing. The `glMemoryBarrier` call, in that location, serves no purpose. You haven't actually performed any writes that require such a barrier, so it doesn't accomplish anything.

    But at...
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    OpenGL is not a rendering engine; it's a...

    OpenGL is not a rendering engine; it's a low-level rendering system. It doesn't do things for you. You are supposed to take responsibility for doing things like keeping up with models and text and...
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    I'm not giving you a hard time. I'm asking what's...

    I'm not giving you a hard time. I'm asking what's going on in this thread, since it seemed rather difficult to follow. You've written some kind of 3ds-to-BMF converter. That's all I wanted to know.
    ...
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    What exactly is going on in this thread? You seem...

    What exactly is going on in this thread? You seem to be posting a bunch of links to various stuff, but it's not clear what any of it means. This feels like something more appropriate to a Twitter...
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