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  1. Replies
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    140

    Thank you guys! This one is disabled. When...

    Thank you guys!


    This one is disabled. When point lights is off then I have 145 - 170 FPS.




    Yes I'm using java.
    I thought about garbage collector.
  2. Replies
    4
    Views
    140

    Unstable rendering frame time.

    Hi, All!

    My app has unstable time of "frame rendering":



    14.137934
    14.166943
    14.118464
    14.153534
  3. I think I will bind both of SSBOs at the same...

    I think I will bind both of SSBOs at the same time.
    While rendering I send maxStaticObjectNumber to shader and define which SSBO I should use at the time.

    Such way is more efficient then two pass...
  4. Two pass rendering using different SSBOs with the same binding point

    Hi, guys!


    I try to implement two pass rendering:
    1) - all static objects from prepared SSBO with them.
    2) - fill another SSBO with dynamic objects and use it.

    So, I try to use the same...
  5. Oh, my god!!!!!! All this time I was using...

    Oh, my god!!!!!!


    All this time I was using that:


    layout (triangle_strip, max_vertices=18) out;


    18 it is only for one cube, if I need n cubes I must using 18 * n.
  6. Another one interesting fact: if I render "pass...

    Another one interesting fact: if I render "pass per light", every pass for 6 faces of current point light, then it working fine.

    So rendering into layers of texture cube array is working well via...
  7. I changed glTexImage3D by glTexStorage3D using...

    I changed glTexImage3D by glTexStorage3D using your notices.
    The behavior the same: shadows cast for 1st light only.

    Also I run it on win7 with AMD driver:
    2746

    On this time I have no even...
  8. I try to replace glTexImage3D(...) by...

    I try to replace glTexImage3D(...) by
    glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_DEPTH_COMPONENT, getWidth(), getHeight(), 6 * lightsNumber);

    and it produces...
  9. Will try it. Thank you, guys!

    Will try it.
    Thank you, guys!
  10. May be here you can notice something wrong? ...

    May be here you can notice something wrong?



    int texId = glGenTextures();
    int depthMapFBO = glGenFramebuffers();
    glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, texId);...
  11. Ok. But your answer let me think that problem it...

    Ok.
    But your answer let me think that problem it not located in the shaders.

    Will try to investigate to "texture binding" and "buffer building" direction.

    Thank you a lot!!!
  12. I have no fragment shader for depth rendering. ...

    I have no fragment shader for depth rendering.

    May be one pass technique requires it for some reason?

    I could find any examples for both of them: "Texture Cube Array for several lights" with...
  13. Thanks! I set mipmap level to 0. I fill all...

    Thanks!

    I set mipmap level to 0.
    I fill all matrices for two lights:


    #version 430

    layout (triangles) in;
    layout (triangle_strip, max_vertices=18) out;
  14. If I use glFramebufferTexture() then I have depth...

    If I use glFramebufferTexture() then I have depth map for first light only:


    glBindFramebuffer(GL_FRAMEBUFFER, shadowBuffer.getDepthMapFBO());
    glFramebufferTexture(GL_FRAMEBUFFER,...
  15. I mean: How should I attach...

    I mean: How should I attach GL_TEXTURE_CUBE_MAP_ARRAY to binded buffer, if I need to render to all cube faces of current layer at once?
  16. Point lights shadows via GL_TEXTURE_CUBE_MAP_ARRAY: refactor for one pass tehnique

    I had implemented point light shadow mapping via GL_TEXTURE_CUBE_MAP_ARRAY.

    It was working fine with rendering per cube face, but it was too slow.

    Now I'm trying refactor renderer for one pass...
  17. After "Instance rendering" optimization was been...

    After "Instance rendering" optimization was been implemented next bottlenecks I had found was located in "cull" calls:
    The "cull" - is a "frustum culling" on the CPU side that working in one current...
  18. I have implemented "Instansed rendering" instead...

    I have implemented "Instansed rendering" instead "100500 draw calls".

    And it let rendering speed up rendering: +50% for FPS.

    Values of profiling present in 10^-6 sec.

    many draw calls:


    ...
  19. I knew UBO cannot be used, because it can...

    I knew UBO cannot be used, because it can contains only 65536 bytes per uniform block for my hardware.
    It is too low for my case.

    What about SSBO, can I use it instead UBO?
  20. I implemented it via VS parameters: ...

    I implemented it via VS parameters:



    #version 430

    layout (location=0) in vec3 position;
    layout (location=5) in mat4 modelMatrix;

    uniform mat4 projLightViewMatrix;
  21. For optimizations: 1) For closed models, cull...

    For optimizations:
    1) For closed models, cull back faces
    2) Turn off shading, color writes
    3) Only send vertex positions
    4) Draw roughly front-to-back


    I already had implemented 1, 3, and...
  22. It because I'm a beginner. :) Ok, will...

    It because I'm a beginner. :)




    Ok, will do that. I think it is the bottleneck.

    Also I found some optimizations for shadow map building:

    * For closed models, cull back faces (What does...
  23. Profiling average time in milliseconds....

    Profiling average time in milliseconds. Mesh.renderList - the described function with cycle.
    Look at DirectLightShadowRenderer.render section.



    L--48668: Renderer.render
    L--569:...
  24. cascades: * near: 4739 items * middle: 5237...

    cascades:
    * near: 4739 items
    * middle: 5237 items
    * far: 5439 items



    it just cube: 8 vertices.
  25. The next cycle is eating the most of all time: ...

    The next cycle is eating the most of all time:




    for (GameItem gameItem : items) {
    Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem); // this building of matrix is...
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