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Type: Posts; User: thokra

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  1. Replies
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    Thank you for pointing this out! I remember a...

    Thank you for pointing this out! I remember a cursory reading of this page, but frankly, I had forgotten about it. I'm gonna go through the material again and I'll also finally need to really dive...
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    Pretty much - I would call it whatever standard...

    Pretty much - I would call it whatever standard terminology had been bestowed upon said phenomenon, but alas. :) I was merely looking for guarantees that stuff happening under the hood will not have...
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    Effects of driver-sided program re-linking

    Hello everyone,

    this is an old chestnut, but since I'm currently working on the shader infrastructure parts of a rendering system, the question is if and when it may occur that programs are...
  4. Thanks for the reply, but I specifically mention...

    Thanks for the reply, but I specifically mention the Web as a platform, i.e. browsers would have to expose the Vulkan API and provide a Vulkan implementation. I don't see that happening any time soon...
  5. The case for OpenGL - are OpenGL ES and its derivatives still necessary today?

    Prologue

    It's been a while, so first off, hello everyone!

    We don't seem to have a sub-forum for higher-level discussions of the big picture, i.e. not only the OpenGL spec but also the whole...
  6. It's also solved for GLSL...

    It's also solved for GLSL. However, if you translate to an IL which (at least it seemed so at first) doesn't carry the information which current GLSL linkers in part use to do the matching, then one...
  7. Damn, thank you. That's a lot of decorations. The...

    Damn, thank you. That's a lot of decorations. The example for the fragment shader above the "Decorations" sections actually shows some of them (smooth, noperspective) and even some names, but no...
  8. My bad, I twisted the two and worded it badly as...

    My bad, I twisted the two and worded it badly as well. :)



    How does one do interface matching between program stages, if interfaces cannot be identified by name? Unique IDs generated during...
  9. Aside from not being too enthusiastic about that,...

    Aside from not being too enthusiastic about that, I suspect the low-level part would then still maintain the cruft that motivated Vulkan (ugh, why?) in the first place. Unless, the evolution of...
  10. I found the following statement and especially...

    I found the following statement and especially one word in there very surprising:



    I might be misunderstanding the sentence as a whole, but I was under the impression that the next gen API was...
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    Yeah cinder is more like it I guess - arguably a...

    Yeah cinder is more like it I guess - arguably a much better scale than the Unreal Engine. :) Frankly, if I had to do a simple, mute 3D maze game, I'd write it in core GL 3/4, C++11 and probably GLFW...
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    Regarding your title: Please don't confuse a...

    Regarding your title: Please don't confuse a graphics API with some software layered using implementations of this API, i.e. OpenGL is not software and you don't choose what some people call "engine"...
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    Sticky: I can't believe it ... How awesome is that?

    I can't believe it ... How awesome is that?
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    At least two, the usual render-to-texture...

    At least two, the usual render-to-texture approach using framebuffer objects and image load/store - however, the most recent GPU clipmaps paper is from 2005 and the latter was only introduced in GL...
  15. Can you quote some passages? If they are...

    Can you quote some passages? If they are ambiguous or incorrect it's worth filing a spec bug report.
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    Nope, there's actually a separate attachment...

    Nope, there's actually a separate attachment point for depth-renderable targets, i.e. DEPTH_ATTACHMENT (or DEPTH_STENCIL_ATTACHMENT depending on what you need).

    Why would a FBO rely on the...
  17. Thread: LUT into OpenGL

    by thokra
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    Although in the GLSL spec, no vendor to this day...

    Although in the GLSL spec, no vendor to this day seems to actually implement GLSL noise functions. So, you'll have to search for ways to generate noise in a shader. This article presents an...
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    Astrom: My take is simple: no legacy GL in new...

    Astrom: My take is simple: no legacy GL in new code.

    If you're forced to maintain a legacy code base, usually due to economical, time and compatibility constraints, by all means, keep the legacy...
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    This cannot be surprising, Hugues Hoppe being a...

    This cannot be surprising, Hugues Hoppe being a principal researcher at Microsoft Reasearch. ;)

    However, from my experience, mapping the algorithm to OpenGL is straightforward.
  20. Thread: LUT into OpenGL

    by thokra
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    A 2D texture with nearest filtering is bascially...

    A 2D texture with nearest filtering is bascially a 2D LUT. What kind of filter do you want to simulate?
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    ! Giev! Need! ;) Looking forward to it!

    !

    Giev! Need! ;) Looking forward to it!
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    None taken! Afterall, this isn't StackOverflow....

    None taken! Afterall, this isn't StackOverflow. ;)



    Yeah, implemented that years ago, pretty neat in theory though. I wonder how far one can push it with current GL features ...

    I mean even...
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    Aleksandar: I didn't say it was superior or the...

    Aleksandar: I didn't say it was superior or the only way - I just proposed it as another contemporary alternative. It's definitely better than ROAMing. ;)
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    If you're able to leverage tessellation, this...

    If you're able to leverage tessellation, this approach is also noteworthy. Or this.
  25. EDIT: I'm not very versed in the GL2.0 spec but...

    EDIT: I'm not very versed in the GL2.0 spec but core GL 4.4 states:



    Still, what I can say with 100% certainty for GL 2.0 is that making a program object current using glUseProgram() will turn...
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