Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: JoshKlint

Page 1 of 9 1 2 3 4

Search: Search took 0.02 seconds.

  1. Replies
    6
    Views
    399

    Here's the solution I came up with, which doesn't...

    Here's the solution I came up with, which doesn't require changing the original layout of the MRT. The original design just happened to work out favorably:

    0: diffuse.r, diffuse.g, diffuse.b,...
  2. Replies
    6
    Views
    399

    The normalized average of (1,0,0) and (0,1,0) is...

    The normalized average of (1,0,0) and (0,1,0) is ~(0.707,0.707,0). It's only a problem is the two vectors point directly away from each other. I can live with that.


    Just doing a discard is...
  3. Replies
    6
    Views
    399

    I understand the renderer isn't going to solve...

    I understand the renderer isn't going to solve scientific optics calculations, but it will do what people want. A normal that is the average of two surfaces is fine. The edge case of an emissive...
  4. Replies
    6
    Views
    399

    Wasteful alpha blending with MRT

    I was wondering if there is any way to set an MRT to blend using the alpha channel of a specific output. I have a deferred shader that stores diffuse, normal, emission, specularity, and some other...
  5. Replies
    2
    Views
    365

    Online hardware shader test system?

    I was wondering if anyone has ever seen a service that allows you to test GLSL shaders on different hardware. It would save a lot of time if I could just press a button that sends a shader source...
  6. Replies
    14
    Views
    1,732

    Thanks, I'm just going to keep using the query...

    Thanks, I'm just going to keep using the query and then implement additional optimizations later for hardware that supports it.
  7. Replies
    14
    Views
    1,732

    Hmmm, can this be done with only OpenGL 4.0...

    Hmmm, can this be done with only OpenGL 4.0 support? I can't drop support for the Intel 4000s.
  8. Replies
    14
    Views
    1,732

    Sweet, thanks for the tips.

    Sweet, thanks for the tips.
  9. Replies
    14
    Views
    1,732

    Indirect rendering requires OpenGL 4.5, right? ...

    Indirect rendering requires OpenGL 4.5, right? If that's the case, I can't use it since my product is already released.

    I did get the technique working in one day. Here's the results:
    ...
  10. Replies
    14
    Views
    1,732

    Yeah, I am basically rendering a subsection of an...

    Yeah, I am basically rendering a subsection of an n x n grid, so if you know the instance ID and have a starting offset you can figure out the X and Z position on the grid. Then the X and Z...
  11. Replies
    14
    Views
    1,732

    My request still stands. Data should flow in one...

    My request still stands. Data should flow in one direction, not back from the GPU to the CPU. This is an okay technique for the capabilities we have right now, but it's a non-optimal hack. ...
  12. Replies
    14
    Views
    1,732

    RasterGrid's description of the problem is...

    RasterGrid's description of the problem is exactly what I am running into, particular with batch size vs. vertex shader load.

    The asynchronous query in his technique is a weak point, but other...
  13. Replies
    14
    Views
    1,732

    Instance Shader

    We really could use an "instance shader" for rendering massive amounts of objects like vegetation and controlling the culling on the GPU. It really doesn't make sense to perform this step on the CPU...
  14. Replies
    0
    Views
    374

    Accurate count of samples passed

    I am implementing a lens flare effect that uses an occlusion query to tell how much of light source if visible. The more pixels are visible, the brighter the lens flare.

    I'm having trouble...
  15. Replies
    5
    Views
    1,251

    That's interesting. So GL_OUT_OF_MEMORY can...

    That's interesting. So GL_OUT_OF_MEMORY can signify:

    The GPU VRAM being filled up (which is not the case here).
    The GPU lacking a continuous block of memory of the requested size (which is...
  16. Replies
    5
    Views
    1,251

    The application in question is 32-bit. However,...

    The application in question is 32-bit. However, I am well below the 2 gb limit of 32-bit applications.
  17. Replies
    5
    Views
    1,251

    I should also note I am creating a 4096x4096 red...

    I should also note I am creating a 4096x4096 red float texture during the loading, which uses 67108864 bytes (64 mb).
  18. Replies
    5
    Views
    1,251

    Frequent GL_OUT_OF_MEMORY errors

    I am frequently experiencing GL_OUT_OF_MEMORY errors with my application. GPU Shark says my available VRAM is 1536 mb, but I can get this error when only 389 mb are in use.

    Is video memory...
  19. Replies
    11
    Views
    8,314

    Dude, what are you even talking about? You're...

    Dude, what are you even talking about? You're just throwing out some terms you read somewhere that have nothing to do with the optimization I am describing. I have been using cascaded shadow maps...
  20. The problem goes away if I log out and switch to...

    The problem goes away if I log out and switch to the Ubuntu2D desktop.
  21. ATI Cards stop refreshing screen at high framerate?

    I have a strange problem with ATI cards on Ubuntu 12.04 LTS and 13.10.

    It appears that when the framerate gets above about 80, the screen actually stops refreshing...so while the FPS reading...
  22. Replies
    2
    Views
    1,238

    Disappointed with GLSlang/GLSLValidate

    When Khronos names GLSlang as the official reference compiler for GLSL, I thought this was a major step in the right direction. I thought I would add shader validation into my shader editor today...
  23. Replies
    1
    Views
    1,388

    Context switching is extremely slow?

    In our 4-viewport editor, I have noticed that when drawing objects the mouse movement gets extremely laggy. This only occurs when there is an event that causes all four viewports to be redrawn. ...
  24. Replies
    0
    Views
    1,022

    ATI/Intel switchable graphics?

    I'm having trouble tracking down any information on ATI/Intel switchable graphics. On Nvidia/Intel combos, I just have to extern a variable to indicate the application should use the discrete GPU:
    ...
  25. Well, the decal needs to write to a different...

    Well, the decal needs to write to a different normal texture anyways, since it needs to read the underlying normal lookup to calculate texcoords on the surface. So I suppose I can perform that blend...
Results 1 to 25 of 206
Page 1 of 9 1 2 3 4