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Type: Posts; User: Alfonse Reinheart

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    As clearly stated on the OpenGL Wiki article...

    As clearly stated on the OpenGL Wiki article about allocating storage for textures, glTexImage2D allocates the storage for a single mipmap level. So if you want 5 mipmap levels, you have to allocate...
  2. The closest to a general recommendation I've seen...

    The closest to a general recommendation I've seen is somewhere between 100 and 1000 triangles per instance.



    Then I would say that it's not worth worrying about.

    Instanced rendering is a...
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    It does. It returns exactly what you set. You...

    It does. It returns exactly what you set.

    You call glVertexAttribPointer, which is a function that takes a pointer. glGetVertexAttribPointer returns the pointer you set with the first call.

    Now...
  4. No, what you should have heard is that measuring...

    No, what you should have heard is that measuring framerate at all is pointless. You had the right measurement: the frame time. Then you inverted it, losing useful information.

    Take your 220-to-170...
  5. No. ARB_bindless_texture supports bindless...

    No. ARB_bindless_texture supports bindless texture samplers in UBOs. They're not a core features. So unless you enable that extension in GLSL, you can't (or at least, shouldn't be able to) use them....
  6. No, unsized formats are not deprecated...

    No, unsized formats are not deprecated. It may be unwise to use them, but they're still a perfectly valid part of core OpenGL.
  7. It sets it to whatever size it wants. Which is...

    It sets it to whatever size it wants. Which is why you shouldn't use them; always use sized internal formats.
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    Thank you for the refresher, but we know what...

    Thank you for the refresher, but we know what terrain LODing is.

    My point is that you've been pointed towards several techniques already that fit your criteria:



    So look into those. I like...
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    Your question is like someone asking "Is there a...

    Your question is like someone asking "Is there a more efficient way to implement Bubble Sort?" Well... no, there isn't. Oh, there are other, far superior sorting algorithms. But then they wouldn't be...
  10. A GTX 460 is still a Fermi architecture with pure...

    A GTX 460 is still a Fermi architecture with pure GL 4.x support. That's not old.

    The correct solution is to use a single 2D array texture. You can use glFramebufferTextureLayer to attach specific...
  11. Well, it very well may be. But you won't know...

    Well, it very well may be. But you won't know from looking at extension lists or version numbers. You will only know by looking at the actual hardware itself.

    For example, this database or this...
  12. Your belief that D3D11 == "tessellation" is based...

    Your belief that D3D11 == "tessellation" is based on marketing speak and buzzwords, not actual facts. Tessellation may have been the marque feature of D3D11, but it was hardly the only thing it...
  13. It's important to note that "written against" and...

    It's important to note that "written against" and "minimal version" are not always the same version number. For example, transform_feedback2 is written against OpenGL 2.1, so all of its changes are...
  14. No. It includes lots of things. Some require very...

    No. It includes lots of things. Some require very specific hardware, but many of them could also be implemented on lesser hardware. That's why extensions like ARB_transform_feedback2 exist; so that...
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    If it works with glCompressedTexSubImage, it...

    If it works with glCompressedTexSubImage, it ought to work with glCompressedTextureSubImage. The OpenGL specification permits no difference in their behavior. So if the driver's interpretation...
  16. It means that NVIDIA probably supports...

    It means that NVIDIA probably supports ARB_transform_feedback2 and/or ARB_transform_feedback3. These are both "backwards-compatibility extensions" or "core extensions"; so they use the same function...
  17. There are no "render layer attachment points"....

    There are no "render layer attachment points". There are only attachment points, and the image attached can be either layered or not layered. So two textures cannot provide images for two layers in...
  18. If the time is "more or less the same time...

    If the time is "more or less the same time interval", then pretty much by definition it is not the same. So there's no reason to expect the same outputs when given different inputs.

    If you want...
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    Well, maybe you could explain what those...

    Well, maybe you could explain what those "parameters" actually are. Like, the actual OpenGL enumerators.
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    You cannot call glBindBufferBase...

    You cannot call glBindBufferBase (or glBindBufferRange for that matter) on a buffer object for which storage has not yet been created. After all, it doesn't know how big a size to use yet, since it...
  21. Actually, do not use either of them. 3 channel...

    Actually, do not use either of them. 3 channel formats are *not* required formats for render targets. As such, you can't rely on implementations to allow you to render to them.

    If you don't like...
  22. No. Well, I'm sure it's theoretically possible in...

    No. Well, I'm sure it's theoretically possible in some future hardware, but it's not a good idea in general.

    The reason tessellation is specified the way it is is that it allows patches to have...
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    That doesn't work. C provides the `offsetof`...

    That doesn't work. C provides the `offsetof` macro for precisely this reason.
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    glVertexPointer is "fixed functionality pipeline...

    glVertexPointer is "fixed functionality pipeline and old stuff". While you can use it with shaders, it is intended to represent the position in a rendering operation, rather than arbitrary "means...
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    Executing it on what? What are you drawing? How...

    Executing it on what? What are you drawing? How much overdraw is there?
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