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  1. Yes, if you only modify the amount of work in...

    Yes, if you only modify the amount of work in that stage (not any others), and if do this with VSync disabled (so you can get continuously varying frame times).

    Also, suggest you use frame time,...
  2. I would dump/inspect the GL batch state at your...

    I would dump/inspect the GL batch state at your glDrawElementsBaseVertex() call. If it is your bug, I suspect you are passing a buffer offset (8) in for one of the vertex attribute arrays or index...
  3. Ok, I think I see what you're talking about. It...

    Ok, I think I see what you're talking about. It appears those might be tearing artifacts. That is, artifacts of the video card scanning out pieces of different different rendered video frames for...
  4. Ok. Guess I don't see that in your video. Might...

    Ok. Guess I don't see that in your video. Might move your light so it's more orthogonal to the surface being shaded and retry. Everything I noticed was just normal diffuse lighting.
  5. Perhaps you could call out what weird artifacts...

    Perhaps you could call out what weird artifacts you're referring to.

    There's no texture, but you're not reading any textures in your shader so that's not the artifact...
  6. This doesn't mean what you think it does. ...

    This doesn't mean what you think it does. Alfonse is trying to help you, and your response (though you might not realize it) verges on being rude.

    Please spend more time composing your posts in...
  7. Ouch. Hopefully an ATI user here can chime in...

    Ouch. Hopefully an ATI user here can chime in and help you out with running ATI proprietary drivers. If you want the latest OpenGL support with hardware accelleration, that's your best bet.
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    Good deal! (Looking forward to Vulkan when...

    Good deal!

    (Looking forward to Vulkan when this kind of thing will be available across all GPUs!)
  9. If you have an NVidia GPU, it's actually easier...

    If you have an NVidia GPU, it's actually easier to get great stability and performance on Linux. With ATI, it's more hit and miss in my experience.

    What ATI GPU do you have? Doubtless folks...
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    That's really interesting. It's particularly...

    That's really interesting. It's particularly interesting because here it works properly even after I comment out the TwDraw() -- in either the gl_commandlist_basic or gl_commandlist_bk3d_models...
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    By the way, another tip: Be sure to check out...

    By the way, another tip: Be sure to check out the gl_commandlist_bk3d_models sample. Just:


    git clone https://github.com/nvpro-samples/gl_commandlist_bk3d_models

    and config/build just...
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    If you haven't already done this, you could...

    If you haven't already done this, you could download, run, trace through in the debugger, and then pair down one of nVidia's NV_command_list examples (see above) to a basic, working shell. Then...
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    Right. Or -Iinclude/GL. You may also need to...

    Right. Or -Iinclude/GL. You may also need to change #include <glew.h> to #include "glew.h" as well. <> means to look in the system include directories, and "" means to look in user-specified...
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    Yes, for the discrete GPU card case. Yes....

    Yes, for the discrete GPU card case.



    Yes.



    No problem!
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    Another option is nVidia's Cg...

    Another option is nVidia's Cg command-line compiler. For instance:



    cgc -oglsl -strict -glslWerror -nocode -profile gp5vp my.vert


    Or for fragment and geometry shaders, you can use the...
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    You're doing it right. The issue is probably...

    You're doing it right. The issue is probably that your system doesn't have the GLEW header files installed. Typically, headers are in a "*-devel" package.

    For example, GLEW headers would be in...
  17. I suspect you want to read up on...

    I suspect you want to read up on ARB_base_instance and look at the glDrawArraysInstancedBaseInstance API. Alternatively, respecify your vertex attribute pointer(s) between draw calls.
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    First, you need a good mental model to work with...

    First, you need a good mental model to work with here. Conceptually, there are 3 memory spaces:


    App CPU memory (CPU memory owned by your application),
    GL driver CPU memory (CPU memory...
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    Like your first question on your shader program...

    Like your first question on your shader program thread, you're asking good questions here. However, you need to understand each abstraction first: What's it used for? What's in it? How do you...
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    You haven't got a helpful reply on this yet, so...

    You haven't got a helpful reply on this yet, so I'll help you out. Websearch "bbcode". Example hits (the first from this site):

    * https://www.opengl.org/discussion_boards/misc.php?do=bbcode
    *...
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    What you ask is a very general question. The...

    What you ask is a very general question. The complete answer is large and depends on a lot of things you haven't told us yet (about your game, the GPUs and platforms you're targetting, what version...
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    Not sure. I didn't ever run this to ground...

    Not sure. I didn't ever run this to ground because it wasn't really important to me.

    I think the crucial question is: what is the driver doing? For the pixels that you are rendering with...
  23. Please don't cross-post. I've combined your...

    Please don't cross-post. I've combined your threads here.
  24. It disappears because you're redirecting all...

    It disappears because you're redirecting all rendering away from the system framebuffer to the FBO. Then you (apparently) don't do anything to use the results of that off-screen FBO. Result:...
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    Brings back something I recall from years ago. ...

    Brings back something I recall from years ago.

    * Re: FSAA rendering problem (12/2007)

    Your description reminded me of this. Don't know if it still works like this or not.
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