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Type: Posts; User: Alfonse Reinheart

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  1. That's a lot of questions. That's so many...

    That's a lot of questions. That's so many questions, it is likely that you don't really understand VAOs very well. It seems more like you've maybe looked at some code that contains commands, but you...
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    Buffer objects are not typed. I swear, someday...

    Buffer objects are not typed. I swear, someday I'm going to put that in my forum signature.

    The performance of transferring data to a buffer object has nothing to do with how it is used.



    I...
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    Then what you really want is to have some form of...

    Then what you really want is to have some form of index for each vertex, which you use to fetch the per-object data from a buffer. Each vertex in the same object will have to have a copy of that...
  4. Don't. Have a maximum string size. Or better yet,...

    Don't. Have a maximum string size. Or better yet, have a maximum byte size, then use however much of that you need for the particular string you're using.

    After all, you don't want to have only...
  5. Perhaps you misunderstand the idea of...

    Perhaps you misunderstand the idea of invalidation.

    See, when the wiki talks about using `glBufferData` with NULL, it's done on the assumption that you will be uploading the actual data at a later...
  6. Theoretically... yes. So long as you're not using...

    Theoretically... yes. So long as you're not using any form of multi-pass rendering where you have to accumulate lighting data by successively passing over the same objects/scene data. So you can't do...
  7. If you're looking at the specification and it...

    If you're looking at the specification and it clearly is different from what the Wiki says, it's OK to just fix the Wiki. That's why it's a Wiki, after all.
  8. LUMINANCE formats are not color-renderable, so...

    LUMINANCE formats are not color-renderable, so you can't render to them. Even in compatibility OpenGL.
  9. Minecraft doesn't draw cubes, so how would...

    Minecraft doesn't draw cubes, so how would instancing help?
  10. An important thing to note about this: the...

    An important thing to note about this: the presentation is technically NVIDIA-specific. That doesn't mean the information is useless on other hardware. Just don't expect all of the performance...
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    Nonsense. All vectors have magnitude and...

    Nonsense. All vectors have magnitude and direction. If you want to see the direction of any vector, normalize it. If you want to see the magnitude of a vector, get its length. Only the origin vector...
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    You're making an entire custom model format......

    You're making an entire custom model format... just so that you can have a bone? Because that's all it is: a specific transform matrix (objects bound to one another should be able to be oriented as...
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    No, that's not how it works. The linearRGB...

    No, that's not how it works. The linearRGB texture will store the value 0.218. The sRGB texture will store the value 0.5.

    0.218, stored in an 8-bit integer will be 56. 0.5, stored in an 8-bit...
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    The range is the same. The *values* are not...

    The range is the same. The *values* are not.

    A linearRGB value of 128 corresponds to an sRGB value of 56. That distinction is important because you're effectively losing color definition in half...
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    sRGB framebuffers are core functionality in...

    sRGB framebuffers are core functionality in OpenGL 3.0 and above. As for the hardware availability of the extension on pre-3.x, you should look at this OpenGL database.
  16. Learn OpenGL.org has no "lighting maps" tutorial....

    Learn OpenGL.org has no "lighting maps" tutorial. So what exactly were you looking at?



    The intent could have been to use bindless texturing. However, since I can't track down the full shader...
  17. Each pixel has its own linked list (though they...

    Each pixel has its own linked list (though they are all "allocated" from the same buffer). This is managed through the use of atomics. When a shader invocation "allocates" a new node from the buffer,...
  18. If by "reduced draw call techniques", you're...

    If by "reduced draw call techniques", you're talking about things like instancing, AZDO and the like, sure you can. So long as all of the stuff between barriers never overlaps anything else in that...
  19. If it wasn't cheaper than changing the FBO, why...

    If it wasn't cheaper than changing the FBO, why would they bother adding it?
  20. Well, there's no way to know what's really going...

    Well, there's no way to know what's really going on from just a description, but as stated in the wiki page:



    This remains unchanged even with 4.5:



    Visibility of previously written data...
  21. What is a "closed-loop FBO operation"? Google...

    What is a "closed-loop FBO operation"? Google says nothing about this term, so it's unclear who the hypothetical "some people" and "others" are who talk about them.

    If you're talking about FBO...
  22. That's not possible. All of the `Storage`...

    That's not possible. All of the `Storage` functions explicitly require sized internal formats. You will get `GL_INVALID_ENUM` otherwise.

    Also:



    That's a `GLuint`, not a `GLenum`.

    BTW,...
  23. Don't resize buffers. Instead, have a maximum...

    Don't resize buffers. Instead, have a maximum size, and if the desired size exceeds it, then you're rendering too many instances and you have to decide how to handle that.
  24. How would it not "tip the scales much"? The cost...

    How would it not "tip the scales much"? The cost of a copy operation is primarily driven by the amount of data that gets copied.

    Positions would typically be stored in at least 16-bit floats. And...
  25. The term "Modern OpenGL" typically refers to the...

    The term "Modern OpenGL" typically refers to the use of core profile OpenGL stuff, as opposed to compatibility GL features. That is, shaders, buffer objects for vertex arrays, FBOs, etc.
    ...
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