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Type: Posts; User: DarioCiao!

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  1. Replies
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    I readed that, but I wasn't aware he was an AMD...

    I readed that, but I wasn't aware he was an AMD employe.. I suppose I have to "enable" both ways, and use wichever is faster on target machine ^^. According to other (less official sources: Valve...
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    What do vendors says about VAOs?

    I know the dispute on whatever VAOs should be used or not showing various benchmarks etc.

    But in the end, can anyone cite sources from video cards vendors about why VAO are slower (if really...
  3. Thread: glClear

    by DarioCiao!
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    Ok thanks that saves me few GL calls :o If...

    Ok thanks that saves me few GL calls :o



    If I don't forgot anything here are main pipeline configurations:

    0) disableBlending
    1) clear buffers
    2) enableDepthTesting && enableDepthWrite &&...
  4. Thread: glClear

    by DarioCiao!
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    MY RENDERING LOOP: 1) clear all buffers at once...

    MY RENDERING LOOP:
    1) clear all buffers at once (color,depth,stencil)
    2) Z pre-pass
    4) render regular stuff
    5) render to stencil holes (make holes for cave entrances)
    6) render entrances
    7)...
  5. First of all be sure to install latest drivers...

    First of all be sure to install latest drivers for your videocard, also check if your videocard/drivers support already fully functional OpenGL 4.5.

    After that you just need correct headers and...
  6. Thread: glClear

    by DarioCiao!
    Replies
    4
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    578

    glClear

    I'm unable to find complete documentation about that.

    My guess is that most tutorials show wrong usage of states:

    my assumption:

    only write masks enable/disable clearing a buffer

    so to...
  7. pack more than 4 components into RGBA 32 texture in vertex shader

    How can I pack more than 4 components into a RGBA (128 bits total, floating point) texture?

    My GPU only support RGBA32 texture in vertex texture fetch, so I'm forced to use that pixel format

    I...
  8. Ok thanks!

    Ok thanks!
  9. thanks, but main question is unsolved. :/ Does...

    thanks, but main question is unsolved. :/ Does all Framebuffer texture formats are ok for VTF? are there formats I should avoid?
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    provided there are TONS of examples over...

    provided there are TONS of examples over internet:
    here's one by codeproject:
    Unmanaged C++ OpenGL code in C# form

    You can both create a window with C# and then only calls opengl functions from...
  11. OpenGL 3.x VertexTextureFetch, pixel formats

    I'm interested in knowing wich formats are supported by most videocards so that I can do VTF in asafe way (I read ATI cards had some problems but that was a post of 2005 related to X1x00 series):
    ...
  12. Poll: a rendering engine (school project) That's...

    a rendering engine (school project)



    That's not robust at all. If you allow Vertex Layout changethat would break all pre existing shaders and any code that operate on that mesh:

    API design...
  13. Poll: The task I'm trying to solve is to make a most...

    The task I'm trying to solve is to make a most possible easy to use API (well actually 3 lines of code compared to 10 lines of OGRE so I don't think there's room for much improvement), there's...
  14. Poll: mmm ok

    The vertex format is immutable in my engine(I create it at run time, but once done I don't change it): once a mesh buffer is created from it, the mesh buffer layout can't be changed (unless you...
  15. Poll: I finally ended up with this: #include...

    I finally ended up with this:



    #include <cstddef>
    #define MyEngineAddVertexComponent(s,c,type) /* details*/

    struct Diffuse{
    vec3 position;
    half3 normal;
  16. Poll: Should I provide interleaving to end users?

    Should I provide Interleaving to end users?
    My class actually is like that.


    class MeshBuffer: public virtual HardwareBuffer{

    public:

    /** Default is true, you can set interleaving to...
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    this is a generic question 1) you need to do...

    this is a generic question
    1) you need to do screen capture of an application running in a separate process? => you need screen capture API and that is independent of what type of rendering the...
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    right now I don't know why but I can't get my...

    right now I don't know why but I can't get my linux VM to apt-get glfw, by the way copy pastin the relevants GL parts in SFML I get no strange performance penalty. Have you tried to upload data with ...
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    GLTypes header

    As the title suggest I'm searching for an header wich includes only the necessary typedefs for GL Types and is portable (GLES2 for android and emscripten, Windows, Linux, Mac)

    I need that for a...
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    Uao thanks very much guys! that's a lot of stuff...

    Uao thanks very much guys! that's a lot of stuff I'll have my time to get deep into that :) unluckily I don't have parte of the features you mentioned but I have a lot to play with now:)
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    try this

    try:
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data),NULL, GL_STATIC_DRAW);

    and then:




    //upload data
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    2 questions: VAO and geometry shaders

    1) VAO:

    I'm getting really bad performance from VAOs, wich is the greatest version number of OpenGL in wich VAOs are not mandatory? I will use core context of that version (like 6-8% less...
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    reply

    ops you are right: a sentence made me thinking he was not using VBOs (even after I looked the code at first time)



    Then he must submit a stand-alone code that compiles and reproduce the...
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    reply

    My result is 40 frame per seconds rendering 8 million triangles every frame. This is not surprising because I have a very old graphics card. Since your are new I'll clarify things a bit.

    Indeed...
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    reply

    I get 40+ fps on my old (5 years) laptop by rendering 8 millions triangles (non indexed, so 24 milion vertices).

    A common issue my girl had with her NVIDIA laptop (assuming you have a laptop,...
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