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Type: Posts; User: debonair

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  1. Pixel buffer objects with texture array

    How to use pbos with texture arrays? I want to use ogl_multiview feature with pbos. With this extension, we attach texture as attachment zero and it stores all the views. How do we read from this...
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    Clearing buffer with OVR_Multiview

    with multiview extension, single draw call is made for multiple views. but how does it work when i dont have any draw call ? lets say i have 2 views, i setup the FBO and array textures. Now i bind...
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    I am using glDrawElements(). If i do upload...

    I am using glDrawElements(). If i do upload one-time only and decide to use first and last parameter, then i will have to make separate draw calls to avoid rendering object which failed frustum cull...
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    Dynamic Batching in OpenGL-ES

    i am preallocating VAOs for my batches. For every frame, i am adding each object into batch and while adding i update VBOs using glMapBufferRange(), with this I am not getting 40-50 fps with around...
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    186

    Batching with moving objects

    what is the strategy/ methodology used when implementing batching with continuously changing scene? how do we handle if the view matrix is changing / number of objects in the scene are changing, do...
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    199

    Optimized ray intersection algorithm

    i am implementing ray intersection algorithm in my project, basically i want to get the list of all objects intersected by the ray and list will be sorted according to distance. I have hundreds of...
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    creating mesh with low polygon count

    if i have given a mesh, how do i create mesh with lower LOD/ low polygon count? i don't want to use any tool. I want to implement it in my code.
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    283

    Before perspective division, there is a clipping...

    Before perspective division, there is a clipping stage, hence you cannot produce correct values of NDC space by yourself. I had tried it and it does not work. What is your use case?
  9. I am changing my sampler to sampler2DArray. I am...

    I am changing my sampler to sampler2DArray. I am getting it black via sampler when I read in shader. Interestingly, when I try to read data from color attachment of 2DArray which is bound to same...
  10. Depth array textures not working with FBO

    I am using layered depth textures with FBO. Here is my code for setup:




    glBindTexture(GL_TEXTURE_2D_ARRAY, depth_texture_->id());
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1); ...
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    378

    Best way to do magnification

    I am rendering to framebuffer of size 512x512 (texture attachment). And I want this to be rendered on another FBO of size 1k x 1k. I can do render to texture with full screen quad. But I am wondering...
  12. Thanks guys for your help.! I found that my...

    Thanks guys for your help.!

    I found that my external library is already using 6 FBOs instead of one. When I render into that FBO, I am calling glInvalidateFramebuffer() with depth, stencil and...
  13. I am using Mali GPU and ES. I am using external...

    I am using Mali GPU and ES.
    I am using external library which is giving me FBO id to render for so I have to make my final render on that FBO. If I do all my 3 passes in that FBO only still I get...
  14. glBindFramebuffer is causing performance drop in OpenGLES

    i am doing rendering in 3 FBOs so i have 3 passes. while rendering to 3rd FBO when I call glBindFramebuffer() its causing my application to run at lower fps. If I just use 3rd FBO for rendering in...
  15. The problem is that for first two vertices, w is...

    The problem is that for first two vertices, w is negative that means they lie behind the camera. Now question is how GPU does clipping i.e. how it generates new vertices in clipping box. So I tried...
  16. problem while calculating NDC of a square

    Can anyone explain me what what are steps to be performed in order to generate NDC from object space coordinates with below example.



    float vertices[] = {
    -2.0f, -12.0f,
    2.0f, -12.0f,...
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    360

    geometric LOD generation algorithm

    Has anyone ever implemented generating different LOD meshes for a mesh? Any documentation or source code would be appreciated.
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    GPU Profling tools

    I am looking for the tools for android to found out the bottleneck in the GPU pipeline. I am using andreno and Mali. I want to find out which stage in the pipeline is taking how much time and not API...
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    Anyone? Let me know if anything is not clear. ...

    Anyone? Let me know if anything is not clear.

    I am struggling with this since long time. Any help would be greatly appreciated.
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    I am still not able to figure out why output is...

    I am still not able to figure out why output is incorrect when I use bounding box calculated in object space. here is the data I got as output:


    model matrix
    1.000000 0.000000 0.000000...
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    would there be any case that bounding box will...

    would there be any case that bounding box will change after transforming object into NDC space. Because when I use bounding box in every frame and calculate NDC using MVP I get incorrect output.
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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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