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: Firadeoclus

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. I'd say it's because deferred shading...

    I'd say it's because deferred shading implementations usually don't touch the default framebuffer until the very end of the frame.
  2. Replies
    12
    Views
    3,989

    That would also explain why bias 20 gets rid of...

    That would also explain why bias 20 gets rid of discontinuities (since at that point you're definitely sampling from the lowest mip level all the time).
  3. Replies
    12
    Views
    3,989

    What's the size of the cube map and what's the...

    What's the size of the cube map and what's the texture pixel format?
  4. Replies
    7
    Views
    3,768

    Depending on whether icons can go partially off...

    Depending on whether icons can go partially off screen and need clipping or not, and their maximum size in pixels, you might be able to draw the icons as points. That way you only need a single...
  5. Replies
    4
    Views
    2,443

    Essentially, what you need to do is use...

    Essentially, what you need to do is use premultiplied alpha:
    https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre

    But there's no simple switch to tell OpenGL to multiply color...
  6. It's called dead code elimination. If...

    It's called dead code elimination. If calculations have no effect on the final output the compiler simply removes them.
  7. GL_QUADS has been deprecated in OpenGL 3.0 and...

    GL_QUADS has been deprecated in OpenGL 3.0 and removed from the core profile in 3.1. There is no defined interaction between drawing GL_QUADS and gl_PrimitiveID. gl_PrimitiveID will only be valid...
  8. Replies
    7
    Views
    4,334

    Artists exporting textures to JPEG or other lossy...

    Artists exporting textures to JPEG or other lossy formats should choose a quality level that is "good enough". At high bitrates JPEG is often perceptually indistinguishable from the original (yet...
  9. The forums are full of junk threads created by...

    The forums are full of junk threads created by bots. Could you please delete them and look into some effective anti-spam measures?
  10. Incomplete textures have default values, too....

    Incomplete textures have default values, too. Could you make it clearer what your point is?


    Yes, changing vertex formats can be costly. Is this relevant in the context of whether to use...
  11. If you just uniformly apply features everywhere,...

    If you just uniformly apply features everywhere, you're leaving the context of this thread.

    I find it hard to believe that ubershaders which use all their interface variables all of the time are...
  12. Note that I wrote "worst case path". If one path...

    Note that I wrote "worst case path". If one path through the shader peaks at 100 live registers while another uses only 4, the scheduler will still statically allocate 100 registers for each...
  13. The cost of the branch itself is tiny on all...

    The cost of the branch itself is tiny on all modern GPUs. However, there are other costs to having effectively dead code (for a given draw call) appear as live:
    - Register pressure. GPUs usually...
  14. What layout qualifiers are you using? What memory...

    What layout qualifiers are you using? What memory layout do you use for the buffer?
  15. Replies
    1
    Views
    2,352

    Because of alignment rules. With std430 layout a...

    Because of alignment rules. With std430 layout a vec4 is 16-byte aligned, so your struct Particle is also 16-byte aligned. The size of the struct is rounded up to a multiple of the alignment, so the...
  16. Replies
    4
    Views
    6,524

    Are you using GL_REPEAT as texture wrap mode?

    Are you using GL_REPEAT as texture wrap mode?
  17. Try moving the texture fetches out of the...

    Try moving the texture fetches out of the conditional, the texture function relies on implicit LOD which is undefined in non-uniform control flow.


    vec4 color0 = texture(texUnit0, pt);
    vec4...
  18. Replies
    5
    Views
    3,544

    And my point was that you can't. ;) AFAIK the...

    And my point was that you can't. ;)
    AFAIK the only way to create texture views in Metal changes the pixelFormat, not the textureType.
  19. Replies
    5
    Views
    3,544

    Those are some well thought out and argued...

    Those are some well thought out and argued predictions, I just have a few comments.


    Vertex format information is immutable in a MTLRenderPipelineState. There are only a few states set directly,...
  20. Some vec4 based hardware can index into an array...

    Some vec4 based hardware can index into an array of vec4s, but dynamic vector component selection requires a series of conditional moves. That kind of overhead was apparently considered undesirable.
  21. Replies
    6
    Views
    5,452

    The color endpoint mode is stored per block, and...

    The color endpoint mode is stored per block, and there are L, LA, RGB, and RGBA modes. As color endpoint modes can be mixed within the same texture, the whole texture is treated as RGBA. If a block...
  22. Replies
    2
    Views
    1,500

    If a buffer object is bound as pixel pack buffer,...

    If a buffer object is bound as pixel pack buffer, it is used as the destination for glReadPixels, the pointer parameter becoming an offset into the buffer. This is useful when you want to do...
  23. Replies
    8
    Views
    7,522

    The only way to properly store eye space depth in...

    The only way to properly store eye space depth in the Z buffer is by writing depth in the fragment shader, which disables early Z optimisations. Hardware interpolates Z linearly in screen space (i.e....
  24. Looks like a gradient issue. If you have texture...

    Looks like a gradient issue. If you have texture lookups in non-uniform control flow you may have to provide explicit gradients or LOD (i.e., use textureGrad or textureLod), or place the texture...
  25. Replies
    9
    Views
    3,681

    I'm not aware of any GPU architecture which does...

    I'm not aware of any GPU architecture which does that. As for information, a lot is publicly available. For example:...
Results 1 to 25 of 30
Page 1 of 2 1 2