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Type: Posts; User: Alfonse Reinheart

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  1. You didn't explain how you're rendering to a...

    You didn't explain how you're rendering to a cubemap. For example, are you using layered rendering or something? You didn't post your rendering code, so we can't tell if you are using your pre-pass...
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    And that's the source of your confusion. See,...

    And that's the source of your confusion. See, you've learned that colors range from [0, 255].

    The don't. That's just what colors look like when stored as normalized integer bytes. Colors actually...
  3. Vulkan information clearinghouse

    OK, so we have a name for our new API: Vulkan (seriously? You guys are really going with that?).

    As information about the API becomes available, I'd like this thread to be a set of links to...
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    First, as I explained, GL_RGB8UI is a texture...

    First, as I explained, GL_RGB8UI is a texture image format. It has nothing to do with vertex formats; those are completely different things specified by completely different APIs.

    Second, why do...
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    No, those are unsigned integers, not normalized...

    No, those are unsigned integers, not normalized, unsigned integers.

    Furthermore, that's a texture image format, not something you use for a vertex format. Granted, you haven't made it clear which...
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    There's no such concept. This is a forum, not a...

    There's no such concept. This is a forum, not a Q&A site.
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    There are many effective solutions for buffer...

    There are many effective solutions for buffer object streaming. Pick one.
  8. After you bound your program, did you ever unbind...

    After you bound your program, did you ever unbind it, by calling glUseProgram with 0?
  9. Isn't the point of deferred rendering to not have...

    Isn't the point of deferred rendering to not have so many passes? Since deferred rendering is a complicated optimization, if you're having to do that many passes just to fill out your G-buffers, you...
  10. If you're updating the project, then you should...

    If you're updating the project, then you should simply replace all the GLaux stuff with some other library(ies). Most people used GLaux for image loading, so find a library that handles image loading...
  11. Note that this can always be fixed with a good...

    Note that this can always be fixed with a good copy constructor.
  12. That's a reasonable way of handling that. ...

    That's a reasonable way of handling that.



    The problem with this design (in general) is that you put the actual source of the position in the base class. There should be "GetPosition" and...
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    Where? There are many ways to get a color into...

    Where?

    There are many ways to get a color into a shader, and from the shader's side, pretty much all of them will look like 3 floats. That doesn't mean the source data actually are 3 IEEE-754...
  14. Well, it's kinda hard to answer a question when...

    Well, it's kinda hard to answer a question when you don't explain what it is that's wrong with the solutions you have.

    The "correct perspective look" requires "distortion". A sphere doesn't look...
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    Generally speaking, you don't mechanically put...

    Generally speaking, you don't mechanically put enables or disables in one location relative to other state changes. You change the things that need to be changed to draw the next object (preferably...
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    It is interesting to note that the APIs that have...

    It is interesting to note that the APIs that have to be at least somewhat hardware independent (Metal and D3D12) both takes the PSO route.



    Um, low level APIs are not supposed to be application...
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    Have you downloaded drivers for your graphics...

    Have you downloaded drivers for your graphics card? Bear in mind that the HD4xxx line is no longer supported, though the most recent drivers (from years ago) should still be available.

    Whether...
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    You have 3 shader scenarios. That's not...

    You have 3 shader scenarios. That's not "constantly" switching.

    Many actual applications switch between dozens, if not hundreds, of different shaders every frame. That you've managed to boil it...
  19. The read framebuffer...

    The read framebuffer is for operations that read from the framebuffer itself. Fragment shaders cannot read from a framebuffer; they can read from textures.

    So you need to bind the texture that was...
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    No, only some of the problems with the D3D10...

    No, only some of the problems with the D3D10 method were there at first. The state correlation issue, in an immediate mode API, is basically a minor inconvenience. Yes, IHVs have to deal with it, but...
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    You read the TGA file specification...

    You read the TGA file specification and write bytes that conform to it.

    Unless you expect us to write your code for you, you're going to have to ask a more specific question than that. Personally,...
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    So that's 3-for-3 command-queue-based APIs that...

    So that's 3-for-3 command-queue-based APIs that use some form of the PSO approach. It would be ridiculous to accuse either Apple or NVIDIA of not "really having any extensive insight on the matter"....
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    It should be noted that Pango is a text layout...

    It should be noted that Pango is a text layout library, not a text rendering library. It tells you which glyphs you need and where they go; it doesn't put them there.
  24. Need to backtrack on immutable state objects....

    Need to backtrack on immutable state objects. Just say no.
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    The three possibilities here are: 1. Big,...

    The three possibilities here are:

    1. Big, monolithic, immutable (or at least with controlled mutability) context object. From what I understand, this is the D3D12 model, so let's call this PSO.
    ...
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