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Type: Posts; User: Dark Photon

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    Ok, so you're talking 3.3GB of data, even if you...

    Ok, so you're talking 3.3GB of data, even if you go 4 Bpp (RGBA). Got a GPU with 4GB? No sense in over engineering this. Could potentially just load the whole thing on the GPU and then animate it...
  2. I would agree with your goal to keep the code for...

    I would agree with your goal to keep the code for reading from 1xAA and MSAA textures in the same ubershader. It's actually pretty simple.



    No to the former (AFAIK), but yes to the latter...
  3. And to that, I'll just note that this...

    And to that, I'll just note that this vendor-specific sauce is only needed on Windows (WGL window system interface). On Linux/Unix (GLX), X11 has long provided methods for creating content on...
  4. snoukkis, now that you understand the single-GPU...

    snoukkis, now that you understand the single-GPU situation, I'll just mention that if you need to do something like this, multiple GPUs works really well. Create separate CPU threads/contexts, one...
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    Probably true, but even so, what's your point? ...

    Probably true, but even so, what's your point? I too would welcome our new bindless overlords.

    I have used bindless attributes and index lists, without shader_buffer_load (to your point above),...
  6. I understand what you're saying, but from what I...

    I understand what you're saying, but from what I can tell, the frustum clip planes and the ol' user-defined clip-planes are/were implemented differently.

    The frustum clip planes are used to define...
  7. Here's the diagram of the process, if pictures...

    Here's the diagram of the process, if pictures work better for you (as they do for me):

    * OpenGL Transformation (Song Ho Ahn)
    * OpenGL Projection Matrix (Song Ho Ahn)



    See the pictures for...
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    Run: ldd `which glxinfo` That'll tell you...

    Run:

    ldd `which glxinfo`
    That'll tell you where your GL library lives. Most likely /usr/lib64 (64-bit) or /usr/lib (32-bit).

    Then point your linker to that library, either explicitly with a...
  9. EmJayJay, OpenGL clipping takes 4-dimensional...

    EmJayJay, OpenGL clipping takes 4-dimensional vectors in homogenous coordinates, and it clips them to the 4-D region defined by:

    -w <= x,y,z <= +w

    where [x,y,z,w] are the components of a 4-D...
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    I'd give him a break on this one. From geometry,...

    I'd give him a break on this one. From geometry, "vertex" is really the correct terminology for the position (representing the position of a corner of a geometric shape). Not to mention the...
  11. I'll add to the great feedback you've already...

    I'll add to the great feedback you've already gotten with: I've never seen anyone say that glTexStorage improves frame-to-frame performance. It's just a much cleaner, less error-prone way to do the...
  12. Right. Specifically, if you're talking EGL, you...

    Right. Specifically, if you're talking EGL, you need to allocate an EGLSurface (window/pbuffer/etc.) using an EGLConfig that has an alpha channel, and bind that to your context.
  13. What do you mean vector and array? Are you...

    What do you mean vector and array? Are you talking about a std::vector instead of a C/C++ array? If so, then just pass the address of the first element of the vector. Just like a C/C++ array, all...
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    As malexander said, it's best for performance if...

    As malexander said, it's best for performance if you can pre-triangulate your surface and just render that. If you can't and are less concerned about performance, consider this.
  15. Are you binding the VAO before launching your...

    Are you binding the VAO before launching your batch call (glDrawArrays)?
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    Sticky: How about: Using a geometry shader with...

    How about: Using a geometry shader with multistream output to perform geometry instance culling, LOD selection, and LOD binning (emphasis on the binning here).

    aqnuep blogged about this 4 years...
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    So... Let's suppose the light and normal are...

    So... Let's suppose the light and normal are aligned. This will results in 0 bias. Which may help explain why you seem to be getting really bad self-shadowing artifacts (I assume you are casting...
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    Once they're orthonormal, yes (orthogonal +...

    You get it wrong. Once the vectors become orthonormal, the triangle will become equilateral. [/QUOTE]

    Once they're orthonormal, yes (orthogonal + normalized). But they're only normalized at this...
  19. Yuck. What Engine is this? (Sorry, missed that...

    Yuck. What Engine is this? (Sorry, missed that detail.)

    So I suppose you can't glCopyTexSubImage2D from the system depth buffer either...
  20. Your going to get different answers on this, but...

    Your going to get different answers on this, but in my experience this is a good idea. If you don't, your app just won't build on some platforms (e.g. old GL includes don't define everything you can...
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    Fun exercise. I haven't picked through all of...

    Fun exercise. I haven't picked through all of your method, but here's a few thoughts to consider on the first part. Suppose your axis vectors have drifted away from normal (extreme example to...
  22. Just: 1) Ensure that your framebuffer has a...

    Just:

    1) Ensure that your framebuffer has a depth buffer (depth texture with type GL_DEPTH_COMPONENT)
    2) Enable depth tests/writes
    3) Render with a vertex shader that writes the clip-space...
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    Gram–Schmidt orthonormalization...

    Gram–Schmidt orthonormalization.

    Or just flush the whole thing and use quaternions or dual quaternions for transform composition.
  24. See: *...

    See:

    * https://www.opengl.org/wiki/Buffer_Object#Data_Specification
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    Ok, that video makes it look like there's a...

    Ok, that video makes it look like there's a problem with your shadow map or your shadow map math. Because sometimes your character is casting shadows on an object between it and the light and then...
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