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  1. Replies
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    Me too. As I see it, the workflow goes...

    Me too.

    As I see it, the workflow goes something like:



    Draw the scene using Vulkan. This is done as a performance optimization.
    Read back the drawn scene to the CPU.
    Upload the bytes...
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    I'm saying that FBOs are useless in this case...

    I'm saying that FBOs are useless in this case because they do nothing to solve the problem of getting data from the CPU to the GPU. Once you have your data on the GPU, whether it's drawn via a...
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    PBOs are unlikely to help if you must draw the...

    PBOs are unlikely to help if you must draw the textures in the same frame as you update them.

    Since the data is coming from the CPU and you're not actually doing render to texture, framebuffer...
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    You should also be aware that "fall back to the...

    You should also be aware that "fall back to the software rasterizer" typically means one frame per second - or less.

    If that's acceptable for development, fair enough.
  5. Thread: OpenGL changes

    by mhagain
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    1,054

    What GPU is in the Sony? What GPU is in the HP?...

    What GPU is in the Sony?
    What GPU is in the HP?
    Have you updated your drivers?
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    You stand a better chance of getting help if you...

    You stand a better chance of getting help if you say what the compiler error is. Those error messages exist for a reason: to assist people in diagnosing the cause of the error.
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    This means that you're using features in your...

    This means that you're using features in your GLSL that are not available in #version 130. I suggest that you start by removing that floating point literal suffix, because that was never legal GLSL...
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    The OS is not relevant. What is relevant is...

    The OS is not relevant.

    What is relevant is the graphics hardware, the driver, and the GL and GLSL versions they provide.

    I haven't fully reviewed your shader code, but errors such as this are...
  9. Just to clear up what seems a misunderstanding:...

    Just to clear up what seems a misunderstanding: glGenTextures doesn't actually create a texture object. All that it does is give you unused texture names; no textures are actually created until you...
  10. Profile and determine where your bottlenecks...

    Profile and determine where your bottlenecks actually are before making guesses as to what approach to take. We can make some informed deductions, however.

    In your case I can say with complete...
  11. If the libs were incompatible with your build...

    If the libs were incompatible with your build environment it would fail to link.

    Here's a useful tip: in at least 99% of cases if you're thinking "it's my build environment", or "it's my libs", or...
  12. Yes, that's correct. This is the same order as...

    Yes, that's correct. This is the same order as is used if converting GL_POLYGON or GL_TRIANGLE_FAN to GL_TRIANGLES.
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    Stride 0 is actually valid, by the way; please...

    Stride 0 is actually valid, by the way; please see: https://www.opengl.org/sdk/docs/man/html/glVertexAttribPointer.xhtml
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    Not quite. I don't know the situation on Linux,...

    Not quite. I don't know the situation on Linux, but on Windows the vendor driver can actually be called anything at all. The OS-provided opengl32.dll is constant for all vendors, and is a software...
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    The key piece of information is that OpenGL is...

    The key piece of information is that OpenGL is not software.

    It's not just a library that contains exported functions that you can link to and then use. What OpenGL functionality is available...
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    Supporting every device is not a realistic...

    Supporting every device is not a realistic objective. You're learning; set yourself goals you actually can achieve.
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    You should also be aware that any kind of...

    You should also be aware that any kind of readback from the GPU is going to be slow. At the very least it will stall the pipeline and force all pending commands and draw calls to complete before it...
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    If it's a driver limitation then you'll need to...

    If it's a driver limitation then you'll need to see if an updated driver is available that lifts this limitation. If an updated driver isn't available then you'll need to wait until one does become...
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    That's not actually the case. You can...

    That's not actually the case.

    You can cross-check this with the GLEW source code if you wish; glewExperimental actually just relaxes the strictness for extension checking, so that an extension can...
  20. It is possible to share lists (and other GL...

    It is possible to share lists (and other GL objects, but - oddly - not (IIRC) VAOs), but it's platform specific: wglShareLists on Windows, for example.
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    Just to elaborate. Saying "just an image and...

    Just to elaborate.

    Saying "just an image and text" is not enough. How big is your screen? How big is the image? How much text? How large is each character? Have you much overdraw? This...
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    This is part of what you're doing wrong. These...

    This is part of what you're doing wrong. These tutorials are outdated and will teach you bad practices.
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    It still makes sense even in newer OpenGL...

    It still makes sense even in newer OpenGL versions. OpenGL evolves by incrementally layering new versions on top of each older version. So for each version n, it also also includes all of the...
  24. I would guess that if you're limited to FP16...

    I would guess that if you're limited to FP16 textures, and limited to 255 uniforms, then your target platform is just not gonna support any potentially more efficient ways.
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    Another common problem is that you should...

    Another common problem is that you should normally clear both depth and stencil at the same time; i.e:
    glClear (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    With an interleaved format this is a...
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