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Type: Posts; User: deegee

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    glRasterPos bug with newer ATI drivers?

    Hi,

    I googled this and found nothing that helped.

    I have some legacy mode OpenGL code that will hopefully one day be replaced, but for now, please bear with the old coding style.

    The code...
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    Re: VBO/IBO use plus issues on Nvidia

    FYI The issue has been fixed. The cause was thread racing.
    It falsely "appeared" to show up as an issue with array size due to the respective time required to manage the array data based on its...
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    Re: VBO/IBO use plus issues on Nvidia

    Thanks for the reply.


    No.
    [/QUOTE]

    Would you have any idea why every Nvidia based system would be hanging on the DrawElements call on buffer sizes larger than 64k vertex attributes?

    My...
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    VBO/IBO use plus issues on Nvidia

    Hi,

    I have searched the forums but could not find any definitive answer to either of these questions.

    #1 VBO Issue.
    Is there a maximum size to the buffer data supported by VBOs? And if there...
  5. Re: Issues mixing textured and non-textured objects

    * FIXED *

    A new day with a fresh look at the code and I found a bug in my code right away.
    There was a single line bug in my textured class's Render() function so it was exiting after rendering...
  6. Re: Issues mixing textured and non-textured objects

    The DisplayLists contain geometry only (lines or triangles) since they are only scene "helpers" such as grids, each with a glColor call before the rendering of the displaylist, and the VBOs are all...
  7. Issues mixing textured and non-textured objects

    Hi,

    I am writing a CAD-like application.
    This application renders mostly colored primitives and objects using fixed mode VBOs and a few DisplayLists.

    I need to add a couple of textured objects...
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    Re: NVidia 5x slower than ATI

    Yes, you are correct, STATIC hint data should be located on GPU memory.

    To clarify my previous posts if I have confused anyone, the ATI VA is not rendering at the exact same speed as the ATI...
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    Re: NVidia 5x slower than ATI

    Yes I also noticed about 5%-10% faster rendering with interleave over separate arrays.
    With my specific rendering setup, which was a set of frustum culled 4-to-65536 vertex I+VNC buffers, on NVidia...
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    Re: NVidia 5x slower than ATI

    Just a couple of additional notes for anyone who has been following this thread.

    On the NVidia systems that I have tested I can use both DYNAMIC or STREAM and get the same VBO performance if I use...
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    Re: NVidia 5x slower than ATI

    Thanks for the information.
    I don't agree with it, but that is ok. :)

    By the way, you may wish to re-check your information because yes it is possible to use memcpy to perform cpu-gpu, gpu-cpu,...
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    Re: NVidia 5x slower than ATI

    Both.
    1. If the user is simply navigating the scene (moving the camera), then the buffer data contents are not being changed.
    2. If the user is modifying one of the object's attributes (eg....
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    Re: NVidia 5x slower than ATI

    Yes, I agree, I understand they are "hints", and you would think they could agree on and standardize what their hints actually mean. Or at least how they perform. :)

    I have been reading the...
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    Re: NVidia 5x slower than ATI

    You are correct. See my previous post.

    I looked at Songho's code and he is using GL_STREAM_DRAW, so I cannot use his demo app as a comparison for the issue I see with VA or VBO DYNAMIC, since...
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    Re: NVidia 5x slower than ATI

    You are correct, on this Songho test I mistakenly had turned VSync back on at some point on my main NVidia computer.
    However, vsync is not relevant to the issue, as I am timing the ms to perform the...
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    Re: NVidia 5x slower than ATI

    * ISSUE UPDATE *

    I have added the ability to render using VBOs to my application but I am seeing the exact same performance issue.

    NVidia-based computers are getting the same 5x slower...
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    Re: Interaction with 3DConnexion

    This is more of an input device question than an OpenGL question.
    Download the SDK available on the Connexion website.
    It has examples in multiple languages of multiple methods for getting input...
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    Re: perlin noise mysterious constant

    Be aware that libnoise is GPL, so if you use the code or base your work on the code, you must release your code with your application.
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    Re: NVidia 5x slower than ATI

    Thanks, I'll give them a try and see what happens.
    I'll post back the results when I get it re-coded.
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    Re: NVidia 5x slower than ATI

    I don't think VBOs will be of much use to me will they? They are server-side (GPU RAM) which is an issue.
    This application has to use as small GPU footprint as possible, preferably less than 256MB...
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    Re: NVidia 5x slower than ATI

    Client-side arrays. ie. gl*Pointer and glDrawElements.
    The arrays are dynamic CPU-side because often multiple arrays will be updated per frame.

    A further note of interest is that two of the...
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    NVidia 5x slower than ATI

    Hi,

    I am working on a 3D app that is CAD-like.
    It is windowed and has a single main render viewport.
    The OpenGL rendering consists of a mix of DisplayLists, Text, a few immediate commands, and...
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    Re: leak while window minimized

    It is pointless to continue rendering while the application is minimized since the user cannot see anything on the screen.
    A minimized application should essentially stop its render or drawing loop....
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    Re: Understanding World, Eye (Camera), Model

    Thanks.
    It is a few lines of scene stats that can be toggled on and off, so on the viewport corner works best.
  25. Thread: 64-bit

    by deegee
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    Re: 64-bit

    I have multiple computers in my studio, ranging from XP Pro 32-bit to Vista x32 and x64 and Windows 7 x64.
    I have never had any issue with 32-bit applications running on the 64-bit OS's.
    Even old...
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