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Type: Posts; User: debonair

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    Okay. I found the problem, now I iterate over all...

    Okay. I found the problem, now I iterate over all the vertices transform each of them into NDC using MVP and then calculate min and max corner which works perfect. But this is much more overhead for...
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    does this mean I am passing the test for the...

    does this mean I am passing the test for the primitives which are supposed to fail? But issue is that with above algorithm I don't see some of the objects in the innermost layer as they are being...
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    Let me know if any part of the question is not...

    Let me know if any part of the question is not clear.

    I have implemented following culling algorithm which is only concerned with culling between the layers:

    1. I create a rectangles with min...
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    culling meshes across mulitple layers

    My FBO is divided into 2 layers which are concentric. First layer is having radius 0.3 and second layer having radius 1 so that it covers the whole screen space. Now I want to avoid to render meshes...
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    blending between the layers in FS

    I am doing blending in FS between 2 layers. I have layers rendered in 2 spearate FBOs. Now I want to perform blend in another FBO. So i have created texture which is radial texture with center having...
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    I was thinking on this algorithm, let me know...

    I was thinking on this algorithm, let me know your thoughts on it:
    1. Render with 2 passes. First pass will be depth pass without any lighting or color calculations, it will write the depth buffer....
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    Deferred shading on embedded device

    I am thinking of implementing deferred shading on mobile platform. But not sure whether there will be performance gain with this technique because of memory bandwidth. I have different types of light...
  8. implementing occlusion query/hierarchial depth culling in compute shader

    I am looking for the tutorial or procedure for implementing occulsion queries in compute shader. What is the algorithm for this?
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    Thank you.!!

    Thank you.!!
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    Mipmapping with Cubemaps

    Can we use mipmapping with cubemap textures?
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    Thanks for clarification!

    Thanks for clarification!
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    Clarification on mipmaps

    What happens if I create mipmap levels but don't use mipmap filter? Does it always sample from base mipmap level? Do I still get performance gain of mipmap? So, when we create mipmaps, does driver...
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    decomposing modelview matrix

    I am trying to get the sign of the scale for each axis. but it works only when all 3 axes are of same sign. here is the code I am using:



    glm::vec3...
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    single vs double buffering

    Which one will be more faster single vs double buffer? and how? Is there any reason to use single buffer? We can avoid tearing effect in double buffering but what if we use glFlush(), would it work?
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    Yes you are right. Let's say if we enable depth...

    Yes you are right. Let's say if we enable depth test or disable it, what is done in the driver which makes the application to run slower?
    If we bind different texture or buffer, is it only loading...
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    State changes in OpenGL

    How does state changes in OpenGL impacts the performance or makes it slower?
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    Understanding FBX file format

    I am trying to understand the FBX file format. I have few questions regarding it.
    1. What is difference between lcl translation and geometric translation?
    2. In case of hierarchial models, does...
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    texture filtering for integer textures

    why texture filtering is not allowed for integer textures?
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    Thanks for the clarification :)

    Thanks for the clarification :)
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    interpreting texture data in shader

    When we have floating point internal format and GL_UNSIGNED_BYTE does it clamps data to 0-1 ? what if image format is GL_FLOAT? as floating points are not normalized, is there any case when the...
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    Let's assume you want to test the feature. What...

    Let's assume you want to test the feature. What would be the use case and how to verify it?
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    Best way to test multisampled textures

    I was wondering if we want to test multisampled textures on drivers what would be the ideal test case and how can we verify it.
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    Understand coordinate systems

    Recently I was asked question in the interview that you have given a room, explain all the coordinate systems by using the objects in room. Explain what matrices transforms you will do for converting...
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    Thanks for the clarification. i was under the...

    Thanks for the clarification. i was under the assumption that depth test occurs only once, so if there is early depth test it wont occur after FS.
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    early depth testing

    OpenGL says that if depth function is GL_LESS and layout qualifier is depth_less, then OpenGL will perform the early depth test.
    Now if the original value in buffer is 0.5 and if the depth for...
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