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Type: Posts; User: nimelord

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  1. I implemented it. I used full rewriting:...

    I implemented it.

    I used full rewriting: glBufferData().
    I think partial rewriting it is sort of optimization and I will do it only if that point become the greatest bottleneck.

    Thank you guys...
  2. hm..... Why it don't need empty cell between...

    hm.....

    Why it don't need empty cell between position and intensity, if last vec3 (position) needs to be aligned to a 4N too, as you wrote?
    If I write empty one after position it is not work.

    ...
  3. I caught the problem! This was a packing of data...

    I caught the problem!
    This was a packing of data in the buffer.

    I use two vec3 objects, one float, and substructure with four floats in the order.
    I read somewhere that for using vec3 it must be...
  4. I did it using "Shader Storage Buffer". It...

    I did it using "Shader Storage Buffer".
    It basically works except one thing that confused me.

    In shader i have structure with substructure: Attenuation is part of PointLight. (see code with them...
  5. Do you mean this one?...

    Do you mean this one? https://www.khronos.org/opengl/wiki/Shader_Storage_Buffer_Object

    If yes, how can I use my "struct PointLight" in the such way?
    I have found only using of primitives in...
  6. Is there some way to bind uniform with dynamic size to shader?

    I have shader with constant size of uniform array looks like next:


    #version 430 // maximum version that can be supported by my ATI card with open source mesa driver.

    const int...
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