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Type: Posts; User: Dark Photon

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  1. Interesting. Good to know. No clue. ...

    Interesting. Good to know.



    No clue.



    Yeah, I'd just read the wiki page so you've got that in your back of tricks, and can pull it out if/when you determine that you need it.
  2. Just out of curiousity, did you try using more...

    Just out of curiousity, did you try using more than GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS?

    I don't know that that should break it, but it would confirm or refute that (on NVidia drivers at least)...
  3. Cool! Congrats on getting it up and running. ...

    Cool! Congrats on getting it up and running.



    That's interesting. A few thoughts: vertex shaders are executed for all vertices, not just all vertices 1) in the view frustum 2) which aren't...
  4. You can use bindless texture or texture arrays to...

    You can use bindless texture or texture arrays to get past the 16 textures/shader.

    However, even if textures weren't limiting you (e.g. no point or spot light shadows), I suspect you'll hit other...
  5. I'd definitely see if you can meet your goals...

    I'd definitely see if you can meet your goals with small changes to your shader logic as GClements is suggesting.

    If after pursuing those, you bench your app and determine that the performance...
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