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  1. 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...
  2. ----- 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...
  3. 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...
  4. 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 ...
  5. 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()...
  6. 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...
  7. 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.
    ...
  8. 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...
  9. 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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