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  1. As with all such questions, your best bet is to...

    As with all such questions, your best bet is to just try them and see on the GPUs that are important to you. It's going to vary based on GPU, driver, and platform.

    Years ago when I tried them on...
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    I haven't picked through your code, but I don't...

    I haven't picked through your code, but I don't see tearing; I see corruption. Your "Welcome to" text seems to get corrupted differently as the video goes on.

    Tearing is when you have one or more...
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    You can share textures between separate contexts,...

    You can share textures between separate contexts, yes.

    Re complete. Just because you finish issuing the commands to draw a render target doesn't mean that any/all of those commands have executed...
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    Hmm.. Let's see. For just computing a quick...

    Hmm.. Let's see. For just computing a quick scene min/max depth to bound the region which may receive shadows, you don't really need to worry about the stuff super close to the eyepoint, if you...
  5. Try swapping the translate and rotate. Read...

    Try swapping the translate and rotate.

    Read the Viewing chapter in the OpenGL Programming Guide to save yourself a lot of headache going forward.
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    If they're both using GL, why do you want to use...

    If they're both using GL, why do you want to use a GLXpixmap as the interchange mechanism. Consider using a GL object such as a texture. Plus you'll likely get more folks trying to help you because...
  7. Yes. Have done that. And it definitely...

    Yes. Have done that. And it definitely simplifies maintenance.
    Do something like this:


    #ifdef VERTEX_SHADER
    ...
    #endif

    #ifdef FRAGMENT_SHADER
    ...
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    Ah! That makes sense. Thanks!

    Ah! That makes sense. Thanks!
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    No, this is wrong. Don't do this. It will be...

    No, this is wrong. Don't do this. It will be unpredictable, as you've found out, and not just on your hardware.

    Once you fix your VSync, you can do this:

    render()
    swapBuffers()
    glFinish() ...
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    Hmm. Interesting problem. I don't know what the...

    Hmm. Interesting problem. I don't know what the problem is for sure. I'd say it might be a driver bug, but that's much less likely given that Nvidia and Intel show the same result.

    If you post...
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    So what was the problem? I think you have a...

    So what was the problem? I think you have a number of us curious.
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    This is very strong evidence that V-Sync on your...

    This is very strong evidence that V-Sync on your system isn't configured properly.

    It sounds like you're V-Sync isn't waiting on vertical retrace in the GPU scan-out at all. It's just...
  13. First step, check for GL errors (and EGL errors)...

    First step, check for GL errors (and EGL errors) at the end of the frame.

    Second, it wouldn't take much for you to modify this so it's a standalone test program folks could compile and run for...
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    You might post a picture with one such biased...

    You might post a picture with one such biased cubemap lookup in-play. Also, to eliminate other factors (such as your lighting) as contributors, consider posting the result of this single cubemap...
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    Normalize the vectors, and use the dot product.

    Normalize the vectors, and use the dot product.
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    I can think of quite a few things, but the first...

    I can think of quite a few things, but the first thing is to identify your primary bottleneck.

    Even before that though, let me ask the more pragmatic question: do you "really" need 20480 triangles...
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    What you're doing to get access to the shadow...

    What you're doing to get access to the shadow sampler and lookup function looks correct to me (for OpenGL ES 2.0 SL).

    Though it sounds like you are trying to compile the same shader source under...
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    No, this looks like Z- axis is pointed into the...

    No, this looks like Z- axis is pointed into the screen.

    Please explain why you don't think so.
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    Good job! Perseverance pays off!

    Good job! Perseverance pays off!
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    The NVidia Cg toolkit's compiler utility supports...

    The NVidia Cg toolkit's compiler utility supports compiling GLSL down to ASM. It's a nice, fast, standalone way to sanity check that their compiler will likely compile your source.

    It's something...
  21. Ok, I meant the username that you are logged into...

    Ok, I meant the username that you are logged into your GUI desktop with. Typically you don't log into that with root but an ordinary user.
  22. The above confirms that no one is in the video...

    The above confirms that no one is in the video group. I would add your username to the video group, log out, and log back in. That very well might solve your problem, if in fact it's due to device...
  23. That's what I would think, but I have no...

    That's what I would think, but I have no experience with G-Sync or Quadros, so don't want to make any assumption.


    Yes, exactly.
  24. Hmm.. A few websearch hits: *...

    Hmm.. A few websearch hits:

    * http://udoo.org/forum/threads/segmentation-fault.154/
    * https://stackoverflow.com/questions/19393333/glxchoosefbconfig-returns-null

    The first suggests you might...
  25. Your video looks good (both vertex lighting and...

    Your video looks good (both vertex lighting and fragment lighting). It appears the light source is located toward the top of the video w.r.t. how it's rendered.

    The whole point of doing fragment...
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