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Type: Posts; User: Aurelien

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  1. Replies
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    Hi, I've rebuilt the whole solution as a 64...

    Hi,

    I've rebuilt the whole solution as a 64 bits application, and I looks like I don't have texture alocation problems anymore !

    Thanks for your help, and I note for myself : "always build 64...
  2. Replies
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    392

    Yes, this is a 32-bit program, but the process...

    Yes, this is a 32-bit program, but the process RAM usage is about 600-700 Mo, so his should not be a problem I think.
  3. Replies
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    392

    And, to answer your question, no the data are not...

    And, to answer your question, no the data are not modified, I upload them only once, just after texture allocation.
  4. Replies
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    I've already done the following : New data set...

    I've already done the following :

    New data set is loaded right after previous one is released.
    The new data set may vary (a little) in size from previous one (but always POT), so I have to...
  5. Replies
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    392

    Problem with texture allocation

    Hi,

    In a project, I need big and precise texture data. A full data set is made of :

    - a texture 2D, RGBA32f, 4096x2048, no mipmaps => about 128 Mo
    - a texture 3D, RGBA32f, 1024*1024*8, no...
  6. Replies
    2
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    RGBA32F texture compression ?

    Hi,

    In a project, I'm using big RGBA32F textures (4096*4096), and also R32F textures (one component) and RG32F textures (two components).

    Is there any DXT format variant which support these...
  7. Replies
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    So try use GDebugger (or an equivalent) to see...

    So try use GDebugger (or an equivalent) to see what GLSL code did the GPU receive, this is how I found my problem with text encoding, and yours seems very close.
  8. Replies
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    Hi, I've already have strange errors like this...

    Hi,

    I've already have strange errors like this one. Every time the reason was :

    - I go on internet to found some code
    - I copy/paste some GLSL code from my browser to my source code editor
    -...
  9. Hi, I've try to do this, but I didn't work and...

    Hi,

    I've try to do this, but I didn't work and some NVidia cards, but only with some drivers versions (all recent).

    I've made tests with about 5 cards and 3 drivers, but I was not able to...
  10. When a fragment is drawn, there is somewhere a...

    When a fragment is drawn, there is somewhere a synchronisation point to access in write mode to this pixel in the render buffer.

    In the second case, a lot of pixels (1024x1024) are written 100...
  11. Replies
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    My problem is that my application should use "in...

    My problem is that my application should use "in theory" less than 1Go of GPU ram, but it uses about 2Go "in real", so I can't just don't bother, because it should run without problem on a GPU with...
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    I've thought about that, but if it is really the...

    I've thought about that, but if it is really the reason, it's a brute force optimization, because I have some 3D textures which should take 130 Mo and they take 256 Mo !



    Do you know...
  13. Replies
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    Texture memory allocation

    Hi,

    I'm using a GeForce GTX 580 with driver 327.23, and I've noticed that some of my textures use a lot of memory !

    After some GPU-Z memory monitoring, it seems that all my textures allocations...
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    Disable write buffer "from the shader" ?

    Hi,

    I have several shaders which writes to multiple outputs, for example :


    layout(location = 0)​ vec4 SceneColor
    layout(location = 1)​ vec4 SceneInfos


    In some situations, I want to only...
  15. I was doing the same, using a geometry shader : ...

    I was doing the same, using a geometry shader :

    - no VBo is bound
    - glDrawArrays(GL_POINT, 0, 1);
    - geometry shader build a full screen quad in clip space

    But since my last driver update...
  16. Replies
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    650

    Thanks for your answers. The only reason why...

    Thanks for your answers.

    The only reason why I'm asking this is about performances, I've experienced slow texture array access in the past, but it was with older GPUs.
  17. Replies
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    Texture2DArray vs CubeMap

    Hi,

    I'm working on some cascaded shadow mapping algorithm. For now, I'm using 4 cascades, layout as a 4 texture atlas in a single texture. This works fine, but is limited to 2048*2048 for each...
  18. Replies
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    Thanks for your answers. My final goal is a...

    Thanks for your answers.

    My final goal is a histogram algorithm, like the one described here : http://amddevcentral.com/gpu_assets/GPUHistogramGeneration_I3D07.pdf

    I can't use transform...
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    Bind a texture as a VBO ?

    Hi,

    I think everyting is in the title :-)

    I'm looking for a way to bind a texture as a VBO, so texture data can be processed as vertex.

    I know it is possible to copy data from a texture to a...
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    Hi, I've tried to create multiple contexts,...

    Hi,

    I've tried to create multiple contexts, but my client framework doesn't really allow this... So I'll use the glPushClientAttrib/glPopClientAttrib solution with a hack to re-set the client...
  21. Replies
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    Sounds like a good idea, but I don't know how to...

    Sounds like a good idea, but I don't know how to implement that :

    - the client framework create its OpenGL context and work with it.
    - during the rendering loop, there is a call made to my...
  22. Replies
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    Push / pop states in modern OpenGL

    Hi,

    I have some OpenGL rendering code (VBO + textures + shaders) which I need to integrate in a client rendering framework.

    To avoid any OpenGL state change from the client rendering framework...
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    Thanks for pointing this and possible issues. ...

    Thanks for pointing this and possible issues.

    I've modified my shaders to always write to the 2 output buffers, still working, and probably better !
  24. Replies
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    MRT : write to a single output

    Hi,

    I use a FBO and MRT as following :

    - Texture "0" is attached to my FBO's COLOR_BUFFER_0
    - Texture "1" is attached to my FBO's COLOR_BUFFER_1

    Then I draw a set of objects :

    - objects...
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