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Type: Posts; User: nimelord

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  1. Replies
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    Seems I found good document with description of...

    Seems I found good document with description of technique that you meant.

    I just leave it here for other people who are searching the solution:...
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    Good advice. For small scene: 8.35 ms vs 33.74...

    Good advice.

    For small scene: 8.35 ms vs 33.74 ms: the same result, I mean - x4 :)


    Thank you, a lot!
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    Do you mean this loop in the pipeline? (I didn't...

    Do you mean this loop in the pipeline? (I didn't know about such possibility):
    2595



    My general target is a open massive forest with ruined buildings.
    Now I have small test scene with boxes...
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    Thank you guys for help! I just try to repeat...

    Thank you guys for help!

    I just try to repeat CryEngine solution: https://www.gamedev.net/articles/programming/graphics/coverage-buffer-as-main-occlusion-culling-technique-r4103/

    Photon, your...
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    I try to implement 'Coverage buffer' for...

    I try to implement 'Coverage buffer' for occlusion culling.


    I need to do several simple steps (as I learned earlier):

    1 - copy depth buffer from current rendered frame to texture.
    2 - render...
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    You are right, it is working fine, now. It was...

    You are right, it is working fine, now.
    It was rude mistake.

    Thank you a lot!
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    It is not C++, it is a java library. LWJGL - thin...

    It is not C++, it is a java library. LWJGL - thin wrapper on the native OpenGl calls.
    GL function signatures is almost the same.

    I already implemented scene with cascade shadow mapping for the...
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    Problem with glReadPixels using FBO

    Hi, All!

    I have a problem with glReadPixels function.
    There is an empty result.


    My code:
  9. It seems I understood what do you mean. So there...

    It seems I understood what do you mean.
    So there is an algorithm:

    1 - Render a scene into high-resolution texture instead of framebuffer.
    2 - Render result texture as a quad to the...
  10. Should I bind VBO to texture with screen...

    Should I bind VBO to texture with screen resolution and the same time I bind VBO with low (downscaled) resolution to framebuffer?
    Can I render to two destinations at the same time?




    Also I...
  11. Thank you guys! This discussion make me ask...

    Thank you guys!

    This discussion make me ask another question:
    Can I render several frames (for example shadow maps for all scene lights) in the same time?
  12. What do you mean? I can work with GPU in...

    What do you mean?
    I can work with GPU in multithreading mode?
  13. Thank you, Dorbie! I already implemented...

    Thank you, Dorbie!

    I already implemented frustum culling for scene and for all shadow maps (I mean CSM and shadow mapping for point lights and spot lights).
    It speeds up rendering from 35 FPS to...
  14. Silence, thank you!

    Silence, thank you!
  15. Occlusion Culling by the Cryengine way: understanding

    Hi All.

    Nice to start new thread in such warm forum.

    I have problems with low FPS in my little project.
    And it requires to some optimizations.
    When I tried to investigate 'Frustum Culling'...
  16. 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...
  17. 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.

    ...
  18. 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...
  19. 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...
  20. 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...
  21. 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...
  22. I have found the problem. It was so stupid...

    I have found the problem.

    It was so stupid bug!
    was:


    for (int cnt = 0; cnt < MAX_POINT_LIGHTS; cnt++) {
    ......
    renderCubeFace(shadowBuffer,...
  23. Added validation, and there is no any errors: ...

    Added validation, and there is no any errors:


    glBindFramebuffer(GL_FRAMEBUFFER, shadowBuffer.getDepthMapFBO());
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,...
  24. Point lights shadows via GL_TEXTURE_CUBE_MAP_ARRAY: mess with cube faces

    Hi, All.

    After success reworking CSM from separated textures to texture array, I want to do similar refactoring with shadow cube of point lights.
    So, I try to use GL_TEXTURE_CUBE_MAP_ARRAY...
  25. Thank you, guys! I did it via array texture. :)

    Thank you, guys!

    I did it via array texture. :)
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