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Type: Posts; User: Ilian Dinev

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  1. Replies
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    Sticky: I like its use for this:...

    I like its use for this:
    http://www.humus.name/index.php?page=3D&ID=87
    Note how well it antialiased the alphatested objects, too.
  2. Sticky: Actually, the people working on those engines...

    Actually, the people working on those engines (and others with internal engines powering AAA games) actively shape NextGL. Not just providing immediate feedback, but also designing most of it. No...
  3. Sticky: I meant that APIs or their names don't matter too...

    I meant that APIs or their names don't matter too much, as it's all hidden by the engines anyway. It's only feature-levels that somewhat matter. The hardcore few, which won't use those engines, don't...
  4. Sticky: It's actually a completely-new thing with no...

    It's actually a completely-new thing with no similarities whatsoever, in order to squeeze-out all performance possible.
    Also there's the thing that good engines don't cost $1,000,000 upfront...
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    FXAA depends on the depthbuffer iirc; your...

    FXAA depends on the depthbuffer iirc; your management of depth-test and depth-writes is completely nonexistent.
  6. Get the modelview matrix, see the numbers. 3 of...

    Get the modelview matrix, see the numbers. 3 of the numbers (a column or a row) from the 3x3 sub-section (of the 4x4 matrix) are what you're looking for. Right now I don't remember which row/column.
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    Don't modify a buffer mid-frame. Upload all...

    Don't modify a buffer mid-frame. Upload all necessary data at start of frame.
  8. glBindImageTexture(..., GLboolean layered, ) //...

    glBindImageTexture(..., GLboolean layered, ) // this must be GL_TRUE for 3D textures or 2D arrays, to use them with 3 coords (sampler3D).

    Also, there's possible texture-incompleteness...
  9. Yes, but before you can use extension-loading...

    Yes, but before you can use extension-loading etc, you need to fix MFC or whatever you're using to create a context, to stop using the 1.1 context.
  10. You're right; from the spec:

    You're right; from the spec:
  11. If your drivers support debug-output, that can...

    If your drivers support debug-output, that can help you.
    http://www.opengl.org/wiki/Debug_Output
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    What do you suppose would generate that binary?...

    What do you suppose would generate that binary? From what? How to add new features and extensions?
    How would you distribute the compiler? Who will create it, manage it, what license. How will...
  13. That's what I also said. MFC is causing the issue...

    That's what I also said. MFC is causing the issue by requesting an incredibly-obsolete PixelFormat configuration, that only the ancient GL1.1 software rasterizer supports. You need to fix MFC's code...
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    You're completely right; somehow I missed that...

    You're completely right; somehow I missed that and "allocation granularity of 4 vgpr" misled me.
  15. Then something's wrong with the MFC code; e.g...

    Then something's wrong with the MFC code; e.g choosing indexed 8-bit palette drawing and other obsolete things a modern driver/gpu shouldn't care about. I don't have the MFC code nearby anymore, so I...
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    Oh, so you're using a GL1.4 feature-set then,...

    Oh, so you're using a GL1.4 feature-set then, without any VBOs.
    http://www.opengl.org/sdk/docs/man2/xhtml/glMapBuffer.xml
    You need to get a http://www.opengl.org/wiki/OpenGL_Loading_Library
    And...
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    AMD stopped using VLIW ages ago; their GCN is...

    AMD stopped using VLIW ages ago; their GCN is scalar+vector; to get best performance you need the vector instructions, which now operate almost identically to SSE1. 4 floats, no swizzle, no mask....
  18. Assuming the texture is 1080px high, with NV tex...

    Assuming the texture is 1080px high, with NV tex barrier it's doable, with 1080 drawcalls and flushes; but is not the optimal solution.
    You can do it with 1080/N drawcalls with transform-feedback,...
  19. We need to see the code for context-creation....

    We need to see the code for context-creation. Somehow you end-up using the Microsoft software renderer.
  20. It's not correct behaviour, so I think it's a...

    It's not correct behaviour, so I think it's a driver bug :( . If you're using a GeForce, try disabling "multithreaded optimisations" from the nvidia control panel.

    When deleting a buffer, it will...
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    When you MakeCurrent(), you bind the GL context...

    When you MakeCurrent(), you bind the GL context to THAT thread. Calling from another thread should return an error or maybe crash things.
    What you should do is:
    1)glMapBuffer(..,GL_WRITE_ONLY) one...
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    I should've noticed this earlier; also, change...

    I should've noticed this earlier; also, change code to :


    vec4 cpos = gl_in[0].gl_Position;
    gl_Position = vec4(cpos.xy - lineScreenOffset*cpos.w, cpos.z, cpos.w);

    As in, don't reset W to 1.0...
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    Try disabling backface-culling, and enabling...

    Try disabling backface-culling, and enabling depth-clamp.
  24. Is a bug. The only peculiar thing about...

    Is a bug. The only peculiar thing about function-argument arrays, that might affect your code, is:
    Function "out" args are fully copied-out at return. So, if you passed down a 4-element array to an...
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    Yes, it's a fancy term for "window resizing".

    Yes, it's a fancy term for "window resizing".
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