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Type: Posts; User: Aleksandar

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  1. Replies
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    Programming in OpenGL 2.1 does not necessarily...

    Programming in OpenGL 2.1 does not necessarily mean you are using the "old way". As others said, you have chance to learn the "modern way" with OpenGL 2.1 also. Just ensure the following:

    1. use...
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    It is too early for this extension. It is not...

    It is too early for this extension. It is not included in the latest Windows drivers. Why did you refer to 347.09? There is no trace of NV_command_list. At least, the extension is not exposed.
    Also,...
  3. Yes, use the following: int n;...

    Yes, use the following:


    int n;
    glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &n);

    The value is 64 at best for all (to me) known hardware.
  4. Full support for OpenGL 4.5 in NV release drivers

    A gift has come from NVIDIA for the New Year’s Eve. OpenGL 4.5 is fully supported in the latest release drivers for Windows (347.09). :)
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    [QUOTE=zuraneur;1262944] if P 1 and P 2 are...

    Yes it is.


    I don't understand what you want to achieve? P2 is not a vertex. Formally, P1P2=P2-P2=(1, 5, 9, 0)-(2, 4, 6, 1)=(-1, 1, 3, -1). In Cartesian coordinate system, that point has...
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    It is a part of the legacy title, which is just...

    It is a part of the legacy title, which is just inherited from the predecessors. ;)

    We are all witnesses of the proliferation of the books. Nowadays it is hard to find a good one.
    Furthermore,...
  7. It is not awkward. If you access TexCoords, how...

    It is not awkward. If you access TexCoords, how compiler knows whether you are accessing input attributes or output variables?


    Yes, if you are using names for connecting shaders.


    There...
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    Before going any further read this...

    Before going any further read this.

    Reverse order of operations. Transformations cannot affect drawing if they are set after it.
    So, try something like this:


    Clear( GL_COLOR_BUFFER_BIT |...
  9. OpenGL has probably become a mature API and new...

    OpenGL has probably become a mature API and new additions are not as important as they were in previous revisions. :)

    May I ask why you are so excited with ARB_clip_control? This extension could...
  10. No, it is not a WinXP specific problem. NVIDIA...

    No, it is not a WinXP specific problem. NVIDIA releases beta drivers with the latest OpenGL at the same time a new specification is announced. It is really great for enthusiasts wanting to try new...
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    For some reason, Gephi uses fallback path on your...

    For some reason, Gephi uses fallback path on your machine, which assumes Microsoft's software GL 1.1 renderer.
    Which graphics card are you using? If installing the latest driver for the graphics...
  12. Replies
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    Sticky: This is certainly not a proper section for such...

    This is certainly not a proper section for such kind of questions. Everything that is driver-specific should be in OpenGL drivers section.

    OpenGL 4.5 is supported in NVIDIA beta drivers for...
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    Well, almost all your assumptions are wrong,...

    Well, almost all your assumptions are wrong, except one. glDepthRange does affect precision.

    Near and far clip-planes are set with projection matrix. Parameters of glDepthRange just say how to map...
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    Of course, I was speaking about NV...

    Of course, I was speaking about NV implementation. ;)


    I'm not sure I understand this. Could you explain it a little bit more?


    No, the time I displayed is a GPU time, without swapbuffer/OS...
  15. Resource preparation definitely should be done in...

    Resource preparation definitely should be done in separate thread(s).


    But you don't need to upload them directly to the graphics card memory. HDD is the main bottleneck. Second, much faster but...
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    Here are some new results with the same datasets...

    Here are some new results with the same datasets on GTX470 and GTX850M:





    What can we conclude from this results?

    1. Shader optimization is going beyond shader boundaries in monolithic...
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    Yes, it could be interesting to see what's...

    Yes, it could be interesting to see what's happening, but I'll rather try something that malexander proposed...


    Very useful tip! Thanks!

    I haven't had time today to carry out all intended...
  18. That is not a belief. A HW tessellation is not...

    That is not a belief. A HW tessellation is not possible in OpenGL 3.3. You need to buy new hardware if you want to play with it.
  19. Replies
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    What actually does GL_RASTERIZER_DISCARD

    Hi All,

    The title of this thread is a little bit cryptic, but I'll try to explain it immediately.

    According to all sources, glEnable(GL_RASTERIZER_DISCARD) should disable rasterization and...
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    On AMD it is called "AMD Hybrid Graphics". I have...

    On AMD it is called "AMD Hybrid Graphics". I have no idea how to choose GPU using that technology since I don't have an AMD card. Try to google. Each technology/vendor has its own way for choosing...
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    For the Optimus platform, just add: extern "C"...

    For the Optimus platform, just add:

    extern "C" { _declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; }
    to activate NV graphics card.
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    Actually, GTX470 has 640MB L2 cache, since L2...

    Actually, GTX470 has 640MB L2 cache, since L2 cache is associated with the memory controllers on Fermi architecture.
    Fermi also has a 12kB of texture cache per SM. On Maxwell there is no separate...
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    NVIDIA Maxwell texturing performance

    Hi All,

    Recently I have noticed really unusual behavior which leads me to a conclusion something substantially changed in texture handling in recent NVIDIA GPUs. (No, I don't mean "bindless...
  24. Since it is for illustration purpose only, you...

    Since it is for illustration purpose only, you could draw CPU and GPU time diagrams separately (of course, preserve a sense of latency by moving GPU time-line a little bit to the right). On the other...
  25. Oh, I have forgotten to post a code, in a case...

    Oh, I have forgotten to post a code, in a case someone want to reproduce the test.
    Here it is:


    double GLRenderer::CPU2GPUCorrelation()
    {
    unsigned int id;
    GLuint64 startTimeGPU;...
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