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  1. Not a simple question... or answer. A couple...

    Not a simple question... or answer. A couple observations.

    If you ask C/C++ compilers for maximum optimization (which you usually do only to release or test a release version), they will often...
  2. I'm not sure why you care so much, or maybe don't...

    I'm not sure why you care so much, or maybe don't believe I'm aware of what you said. So let me just say it clearly once again. Per triangle might break tomorrow, or when the moon rises, or when...
  3. ----- I have a lot of trouble making ...

    -----

    I have a lot of trouble making multi-level nested comments work, so I won't try. Just know that the following addresses issues in the order of your message.

    Wow, it would be very...
  4. Thanks for the additional information. One...

    Thanks for the additional information. One followup question. Do they consider glMultiDrawElementsIndirect() functions as one draw or <count> draws for these purposes?

    Also, even after listening...
  5. Thanks to Alfonse Reinhart, Dark Photon,...

    Thanks to Alfonse Reinhart, Dark Photon, john_conner... and some videos I found on the internet... I've had some success. I decided to post some comments here about what worked for anyone who ...
  6. My concern is... that I still don't fully...

    My concern is... that I still don't fully understand this stuff.

    For example, does this mean I can put fully packed C-style u32vec2 arrays into CPU memory, then transfer with glBufferSubData()...
  7. Yeah, since I noticed the fancy draw functions...

    Yeah, since I noticed the fancy draw functions like glMultiDrawElementsIndirect() it has seemed like "this might help do what I want... somehow".

    Your message clarifies a few things that I could...
  8. Thanks for the link. I'll will view and...

    Thanks for the link. I'll will view and listen-to the presentation. I haven't listened yet, but this might be similar to an "OpenGL AZDO" presentation I found recently, which was also helpful.
    ...
  9. What I also worry about is how those u64 integer...

    What I also worry about is how those u64 integer bindless texture handles get turned to samplers in GLSL. We all know we can put a u64 integer into two u32 integers in a CPU, then put them back...
  10. how to implement bindless textures efficiently ???

    In the process of "fixing up" my 3D engine, after a lot of reading (and pestering helpful folks here a bit), I've chosen "bindless textures" as the basis of the new implementation of "images" in the...
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    ----------- Yeah... yikes... loading assets! ...

    -----------

    Yeah... yikes... loading assets! That tends to have a different meaning or significance in an engine like mine that does (or will do) most everything with "procedurally generated...
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    Actually, you didn't quite think that all the way...

    Actually, you didn't quite think that all the way through. True enough, what constitutes "north" on a sphere or other shape object can be chosen at random (though if the object has a natural...
  13. I'm glad I waited overnight to reply to your...

    I'm glad I waited overnight to reply to your message. I tossed and turned for hours because I was dreaming about these topics as my brain tried to make sense of everything. Sure enough, that seemed...
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    Thanks for the help. Part of the reason for my...

    Thanks for the help. Part of the reason for my frustration is... the engine just stopped working (only drew one point in the center of the window). Though my changes were extensive, no code related...
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    Oh! That's freaking awesome !!!!! The more I...

    Oh! That's freaking awesome !!!!!

    The more I read about array textures, the more it looked like I couldn't accomplish what I wanted with array textures.

    BTW... I'll try to stick to the default...
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    Can you confirm that AMD GPUs support bindless...

    Can you confirm that AMD GPUs support bindless textures? Not the old NV extension but the newish ARB version that has at least a chance to go core someday? Thanks.
  17. I very much appreciate your help. To even ask...

    I very much appreciate your help. To even ask the right questions is difficult. I read the page you linked to twice. It helped me understand certain issues better, but leaves me not understanding...
  18. VAO, IBO, VBO, vertex-attributes, uniform variables, program objects --- how workie?

    I've been working on a 3D simulation/game engine for a while, and while it works, I still don't fully understand all the relationships between:

    #1: VAO == vertex array object
    #2: IBO ==...
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    Thanks for the comments DarkPhoton and...

    Thanks for the comments DarkPhoton and john_conner.

    The engine still isn't working completely right, but at least displays objects where they belong in the window.

    Apparently the problem had...
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    problem - almost blank display

    I just finished a massive change to my 3D simulation/graphics/game engine, and now it doesn't work. No surprise I suppose when thousands if not tens of thousands of lines were changed. However, I'm...
  21. I didn't look closely, but isn't...

    I didn't look closely, but isn't sizeof(vertexData) tiny, like 4 bytes? Don't you need something like (vertex_count * sizeof(vertexData)) ??? And similar for the IBO?

    Also, my vague recollection...
  22. Hahaha. Yeah, you could say the "worlds" are get...

    Hahaha. Yeah, you could say the "worlds" are get large. So large, in fact that ultimately it will have several "world coordinates"... one for "sun space", one for "Mercury space", one for "Venus...
  23. ????? generalized textures and texture-units ?????

    I've been developing my 3D engine for some time, but up until now I've only had lame/simple support for texture-maps and surface-maps (AKA normal-maps). I always intended to "generalize" my...
  24. Why am I writing into UBOs every frame? Hahaha. ...

    Why am I writing into UBOs every frame? Hahaha. Well, I know my answer will make you laugh... or make you cry... or make you take out a hit on me. Nonetheless, here goes:

    I've been writing this...
  25. UBO vs SSBO for large array of local-to-world transformation matrices

    The short (context-free) version of the question is this. How much slower will a huge array of local-to-world transformation matrices be in an SSBO versus UBO, assuming shaders only read the content...
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