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: FrankBoltzmann

Page 1 of 2 1 2

Search: Search took 0.01 seconds.

  1. Replies
    0
    Views
    320

    GLSL optimization

    Hi,

    I have a glsl fragment shader of about 800 lines, don't know if that's too much or not. To make my algorithms understandable, I create a lot of layers of abstractions using functions. However,...
  2. NSight not showing all the buffers bound!

    Hi,

    I tracked my draw call event using the Graphics debugging tool of NSight. Before that event, I bind 3 Shader Storage Buffer Objects so that they are accessible from the shaders of that draw...
  3. Nice to see you at the forums again! Thanks for...

    Nice to see you at the forums again! Thanks for the answer, very helpful. I forgot I could just output to the global out variable! However, if in my main I have something that does alter that same...
  4. Debugging a specific variable inside a nested functions

    Hi,

    I'm currently doing a large shader where I need functions to create layers of abstraction. I have some loops (I know, bad) in some of my functions and I implement a loopbreaker to prevent...
  5. So you are telling me to use (0,0,1) as my ray...

    So you are telling me to use (0,0,1) as my ray direction and then (-1,-1,0) (-1,1,0) (1,-1,0) and (1,1,0) for the corner pixels (used for interpolation)? But then how would I do ray intersection with...
  6. Ray origin through view and projection matrices

    Hi.

    I have a fullscreen quad going from -1 to 1 in the X and Y axes, but staying in z=0. In the vertex shader I simply do...
    gl_Position = vec4(inPos,1); ...so that it gets rasterized onto the...
  7. Sorry, I was going to do this but I have been...

    Sorry, I was going to do this but I have been busy with other parts of my experiment. Thank you for the results!

    This pretty much finishes our debate: it is impossible to measure the delay.

    I...
  8. Do you mean doing a synchronized timestamp every...

    Do you mean doing a synchronized timestamp every once in a while to check if the correlation is the same as before?



    What I actually want to measure is as you said the duration from the command...
  9. Response and explanation of my logic: ...

    Response and explanation of my logic:



    Exactly, let's say you capture GPU time at program start and it is A. You then capture CPU time when A is available, but there will always be a small...
  10. Thanks for that quote from the spec, I couldn't...

    Thanks for that quote from the spec, I couldn't find that anywhere! I think this should also be in the man page explaining the use of glBeginQuery...
  11. Hi guys, thanks for the responses! My replies are...

    Hi guys, thanks for the responses! My replies are in blue.
  12. No experts on this? I was hoping to hear from...

    No experts on this? I was hoping to hear from Alfonse or someone else :) too bad you can't tag forum members!
  13. When exactly does glBeginQuery set the counter to zero?

    Hi, I'm trying to determine the time it takes from the moment I call a glQueryCounter on the CPU and the moment it is actually executed on the GPU. The reference pages say that when you use...
  14. Replies
    2
    Views
    1,317

    Hey, thanks for the reply. I was actually...

    Hey, thanks for the reply. I was actually simplifying my question, because I didn't know about glBlitFramebuffer. What I really wanted to do was use one single full screen Framebuffer with multiple...
  15. Replies
    2
    Views
    1,317

    FBOs and Viewports

    Imagine I have a window of 1280x720 and I have an FBO of the same size. When drawing my scene, I draw it to my FBO using glViewport(640,360,1280,720) which is the top right corner of the window. Now...
  16. Each vec3 is considered a 3N, each float a 1N and...

    Each vec3 is considered a 3N, each float a 1N and booleans are considered 1N as well. My layout is 3N, 1N, 3N, 1N and so on... and in the spec it says that when you use that kind of format, the 3N is...
  17. I thought so as well, but the bug was happening...

    I thought so as well, but the bug was happening before I added that if statement! I was basically testing "spotlight" inside the shader and if it was "true" I would paint everything white, so...
  18. Corrupted data during mapped buffer! (Uniform Buffer Objects)

    I didn't know whether to post this under beginners or not, but there's something wrong with my application when I try to map a buffer and write onto it. It's a really strange and specific bug. I have...
  19. Geometry Shader: Pixel-size quads (how to)

    I have an SSBO that essentially stores all the world-space positions of each fragment created by the pipeline's rasterization of a scene from a specific fixed viewpoint. In each frame, I draw a...
  20. Replies
    2
    Views
    1,167

    I found a way to create a sort of critical...

    I found a way to create a sort of critical section:


    uint closest = pixel[pixelIndex].closest_ptr;
    uint actual_closest = pixel[pixelIndex].closest_ptr;
    do {
    closest = actual_closest;...
  21. Replies
    2
    Views
    1,167

    GLSL concurrency + depth testing

    Hi, I am implementing Per Pixel Linked Lists in OpenGL 4.3 using 2 SSBOs:


    // -------------- PPLL Structures --------------- //
    //
    struct...
  22. Replies
    3
    Views
    1,676

    Another question, but maybe I should make a new...

    Another question, but maybe I should make a new topic since this one might be more advanced and interesting to answer: Is it possible to make a fragment shader output a list of vertices to go through...
  23. Replies
    3
    Views
    1,676

    I would prefer a 1D array since I am doing...

    I would prefer a 1D array since I am doing several interleaved linked lists, a 3D array would be allocating a fixed size for the linked lists if it was 1280x720xAVGDEPTHCOMPLEXITY. I need...
  24. Replies
    3
    Views
    1,676

    SSBO access

    Hi, this may be a rather specific question, but I need to access some structure on my fragment shader and write fragment information to it and then be able to read from that same structure on a...
  25. Camera with fixed axis for yaw and vertical movement

    Hello,

    I have a transformation matrix for a camera that consists of a Translation and a Rotation. The rotation was a product of yaw and pitch. To make the camera intuitive (at least for me) I...
Results 1 to 25 of 37
Page 1 of 2 1 2