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  1. But I am not doing any operations on the value on...

    But I am not doing any operations on the value on the client side, it's literally either 1.0 or 0.0.

    Also if it was an approximation issue, the issue would be persistent regardless of camera...
  2. Point Frag Shader: If statement causes inconsistent color output.

    Hello forum,


    I was implementing some point rendering, and I've noticed strange behavior in the frag shader.

    The code is very basic, just get the vertex, render if alpha is 1, otherwise...
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    Persistent Buffers

    Hello again,


    I have stumbled upon a Steam Game Dev conference that featured a presentation on modern technique for vertex data streaming, in particular a method utilizes persistent buffers. I...
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    I know that, but I was hoping to get something...

    I know that, but I was hoping to get something more than 3 FPS for something basic like 10k sprites. The question is how to achieve that, and that's why I wanted to try batch rendering.



    I must...
  5. I guess if you are stuck with those basic...

    I guess if you are stuck with those basic callbacks, you can just make a big list of your data and iterate through it while drawing whatever it is you need.

    Maybe something like:



    ...
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    For educational purposes, I am building a...

    For educational purposes, I am building a multi-purpose engine. The idea is to be able to support geometry (triangle based), lines, and points. Right now I am doing the 2D rendering pipeline, where I...
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    I did as much performance testing as Visual...

    I did as much performance testing as Visual Studio allows me. It claims that most of my performance is gone due to nvoglv64.dll and gdi32.dll, which is everything OpenGL related. I would like to know...
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    Hmm, I think I know what you meant now. Guess I...

    Hmm, I think I know what you meant now. Guess I will try SubDating everything now. Can't make it worse, that's for sure.

    2674

    EDIT: The work load is now spread out a bit, but overall...
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    I thought the performance remained low due to me...

    I thought the performance remained low due to me re-writing the SSBO/VBO with the same object data that remains constant. If I find a way to avoid that, the performance would improve. Right now I am...
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    Hmm, well I finished the thing, and SSBO + VBO...

    Hmm, well I finished the thing, and SSBO + VBO only provides a 2x performance increase over calling draw for each object separately. For 10000 sprites, with texturing and alpha channels, I get around...
  11. Reusing VBO's causing errors.

    I realize this thread is a bit old, but I'd rather post here than make a new thread about the same problem.

    My renderer has 4 stages, and for whatever reason stages 2 3 and 4 cause issues. They...
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    I actually realized what the problem was, based...

    I actually realized what the problem was, based on this Stackoverflow page. Not the first time GLSL weird packaging rules caused issues. I think I'm starting to dislike it.
    ...
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    Thank you all for the answers. I have started...

    Thank you all for the answers. I have started repackaging my structs to avoid using vec3s.

    The major issue was me using incorrect attribute buffering (buffered integer as a float for object...
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    Hello again. I finally had a chance to replace...

    Hello again.

    I finally had a chance to replace my glBufferSubData with the glMapBuffer function, at least for the VBO, and that seems to be working well enough. However, the SSBO (that still uses...
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    Thank you very much for your help. I will try...

    Thank you very much for your help. I will try changing my code to use 1 big VBO update.


    Still wondering what I'm doing wrong tho. After I commented out most of my code, it just draws 1 single...
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    Thanks. But does that mean that using my...

    Thanks.

    But does that mean that using my current way (huge VBO + lots of glBufferSubData commands) is incorrect and will never work?

    PS.

    If I use different Vertex Array structures between...
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    It appears I made a mistake in the code above,...

    It appears I made a mistake in the code above, this is how I upload the data to the VBO:


    unsigned int objectIndex = *objectCount;
    objectCount[0]++;

    // Load the data into buffer...
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    SSBO and VBO help

    Hello,

    I decided to implement Batch Rendering using SSBO, where SSBO will contain an array of structs that contains all data for each object (lets say 100 objects). Along the way I also had to...
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    Okay thanks, I will keep that in mind. Kind...

    Okay thanks, I will keep that in mind.


    Kind of a silly question, but can I do something like:


    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER,VBO);...
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    64k is supported by HD 4000 with latest drivers,...

    64k is supported by HD 4000 with latest drivers, so that's why I picked that. I don't really consider anything less than HD 4000.



    How much slower (or faster) is SSBO compared to Uniform...
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    I was thinking about using Uniform Buffers, since...

    I was thinking about using Uniform Buffers, since they can support up to 64Kb of data each, and I can have a few dozen of those.

    Would Uniform Buffers be significantly slower than vertex...
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    Custom Vertex Attributes

    I am trying to implement batch rendering, where I pass a large number of triangle vertexes and corresponding object data (like texture control flags, extra variables, etc.). Right now, each sprite...
  23. Thanks for the heads up. I will keep that in mind.

    Thanks for the heads up. I will keep that in mind.
  24. So that basically means that I can't any of the...

    So that basically means that I can't any of the reduced draw call techniques with a single FBO?
  25. I wasn't even sure if I needed it. Now that I...

    I wasn't even sure if I needed it. Now that I know I do, I wonder about its performance.
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