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  1. In general you want to have as few OpenGL calls...

    In general you want to have as few OpenGL calls as possible, and you want to do many things at once. If you have many sprites, and they are all moving, just update the VBO data for all of them at...
  2. Of course it will. Just think about it, old...

    Of course it will. Just think about it, old applications have to run on newer hardware as well. So if you write a new application using old techniques it will run on new hardware just as well as old...
  3. No. You use the fixed functionality pipeline. In...

    No.
    You use the fixed functionality pipeline. In the fixed function pipeline you will always take the fragment color from the highest enabled texture when rendering. The texcoords will be the last...
  4. Have you disabled textures before drawing the...

    Have you disabled textures before drawing the point? Otherwise you will try to sample texcoords from the texture, even when drawing a point or a line.
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    If you want good performance then immediate mode...

    If you want good performance then immediate mode (the glBegin ... glEnd stuff) is probably not what you want to do. It is old and deprecated, mainly because it is slow.
    If you want to improve...
  6. Thread: GLSL questions

    by Cornix
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    Why dont you just try it out? You have a...

    Why dont you just try it out? You have a compiler, just ask it what is allowed.
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    You can use the same shaders for various...

    You can use the same shaders for various rendering operations.
    If you want to show 1000 images but they all use the same kind of information you only need a single shader.

    You can also draw all...
  8. OpenGL is not responsible for creating windows....

    OpenGL is not responsible for creating windows. That is a platform dependent task which is usually done by a third party library. And just having multiple windows is not killing frame rates either....
  9. How about you just try it and see how the...

    How about you just try it and see how the performance is before making assumptions. You could even try different approaches and pick the one with the most promising results.
  10. How often do you need to remove these meshes? If...

    How often do you need to remove these meshes? If it isnt too often or you dont have too many meshes then simply rebuild the entire VBO from ground up.
    Uploading a few kb of data isnt that slow...
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    You could test if your depth testing is...

    You could test if your depth testing is initialized correctly by just drawing 2 lonely triangles over each other and see whether the correct one gets displayed.
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    Why should it not be? The developers make it for...

    Why should it not be?
    The developers make it for fun and their personal enjoyment and share their work with others. Not everybody wants to have money, some prefer personal satisfaction.
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    Perhaps you should instead look at a full blown...

    Perhaps you should instead look at a full blown engine like libGDX which will do these things for you. If you are a beginner it might be very though to do everything by scratch.
  14. Not everybody speaks english as their native...

    Not everybody speaks english as their native language, its a big world, it might very well be that you do not know what translation means.
  15. Maybe you should look up what the word...

    Maybe you should look up what the word "translation" means. Its movement. With glTranslate you can move your coordinate system on the x, y and z-axis. You are currently moving everything on the...
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    You can always use textures like an array.

    You can always use textures like an array.
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    You can always just try to see if the performance...

    You can always just try to see if the performance changes.
    By the way, shaders are compiled every time you start your application. This means that on different hardware the loop might not get...
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    My *guess* would be that a loop includes a...

    My *guess* would be that a loop includes a condition which needs to be evaluated. This can take its time and will be a lot of additional work to your GPU.
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    Or, alternatively, you could deactivate the...

    Or, alternatively, you could deactivate the culling of fron or back faces. This way your quads would be visible from either side.
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    Whoops, yes there actually IS not just one but...

    Whoops, yes there actually IS not just one but more typos in that sentence, I am sorry.
    This would be what I wanted to say:

    I cant understand how I could have screwed that up. I must have been...
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    There might be ways, but I simply uploaded them...

    There might be ways, but I simply uploaded them all to a VBO.
    Perhaps you could use geometry / tessalation shaders, but I never worked with those so I cant help you.
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    I tested with VBO's. You can simply test for...

    I tested with VBO's. You can simply test for yourself and compare the performance on your own hardware, this shouldnt be too hard to do.
    If you just want the shader output you can also use offscreen...
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    The fragment shader will run for every fragment...

    The fragment shader will run for every fragment (not pixels, its not 100% the same). The vertex shader will run for every vertex.
    If you have 2 triangles spanning the whole screen then your vertex...
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    OpenGL is not software. It is implemented by your...

    OpenGL is not software. It is implemented by your graphics card and the drivers for your graphics card.
    Either your card supports OpenGL 2.1 or it does not. If it doesnt there is nothing you can do...
  25. I remember reading that you should always call...

    I remember reading that you should always call glClear at least once a frame or modern graphics cards would drop in performance. I cant quite remember the article, but it had to do with certain...
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