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Type: Posts; User: Alfonse Reinheart

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  1. Replies
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    The kind where you use accurate inputs ;) In...

    The kind where you use accurate inputs ;)

    In reality, there's no such thing as zero reflectance. So the blue paper in your example is not [0, 0, 255].
  2. There are performance tests that show that using...

    There are performance tests that show that using one VAO per object does not yield improved performance vs. setting the state manually. What we don't have is performance tests that compare more...
  3. Is there a reason why you feel the need to create...

    Is there a reason why you feel the need to create 5000 buffers instead of 1 buffer with 5000 groups of vertices?

    Also, if something is crashing, generally speaking, that represents either a bug in...
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    You can copy one part of a buffer into another...

    You can copy one part of a buffer into another part, all on the GPU. Provided that the two regions don't overlap.

    Generally speaking however, people don't really make such edits to live buffer...
  5. How do you determine that the two resulting...

    How do you determine that the two resulting values are different? For example, you say that gl_FragCoord gets different results. What process do you use to determine that they are different?

    Also,...
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    You would do it the same way as if you declared...

    You would do it the same way as if you declared this:



    std::vector<Vertex *>


    That is, you don't.

    std::shared_ptr<T> is a pointer. Smart or dumb, an array of pointers-to-T isn't the same...
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    It's a bit more complicated than that. Opaque...

    It's a bit more complicated than that. Opaque types in GLSL are different from non-opaque types; there are special rules that they have to follow. Specifically, arrays of opaque types are handled...
  8. I'll assume that your "per-pixel" here was...

    I'll assume that your "per-pixel" here was supposed to be "per-polygon". Those are very different things, and you originally asked about "per-polygon" attributes.

    You mention "CPU overhead...
  9. "Used" means... used. OpenGL is pretty clear...

    "Used" means... used. OpenGL is pretty clear about when things are in use.

    If you bind a texture, then you have used it. If you call a function that reads state from a bound texture, then you are...
  10. Generally speaking, people don't usually need...

    Generally speaking, people don't usually need polygons to have polygon-specific properties. So you're already having to do something that is rather out of the norm.

    If I had polygons that needed...
  11. That's the nature of performance testing: you...

    That's the nature of performance testing: you generally can't just look at a function and know that it'll be slow. You have to know something about hardware, how things are implemented, and so forth....
  12. That would imply that you're rendering your...

    That would imply that you're rendering your colors into a 32-bit floating-point texture. That's usually overkill, even for HDR colors. RGBA16F tends to be sufficient for those needs. Indeed, some...
  13. I'm curious as to why you need blending enabled,...

    I'm curious as to why you need blending enabled, when your blend function/equation is just "take the source".

    Even if you're blending with a different function/equation for a separate output, just...
  14. First, please stop measuring your frametime in...

    First, please stop measuring your frametime in "framerate". A far more useful measurement of frame time is actual time. That is, the time it takes to render a frame, generally in milliseconds. For...
  15. A better solution would be...

    A better solution would be glEnable(GL_RASTERIZER_DISCARD).
  16. char **dp_buffer = &buffer; This statement...

    char **dp_buffer = &buffer;

    This statement retrieves a pointer to a stack variable. Once you leave this function, that pointer becomes invalid. Yet you return that pointer to the calling function....
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    I'm really not sure what you expect us to do. You...

    I'm really not sure what you expect us to do. You won't post the code for us to actually look at it, so we have absolutely no way of diagnosing the problem.
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    Well, without knowing what exactly that means, we...

    Well, without knowing what exactly that means, we can't really help you fix the problem. In what way does it not "seem to make it"? Does shader compilation fail? Does it succeed, but the value is...
  19. ... So how exactly did that get rid of the...

    ... So how exactly did that get rid of the "legacy crud" of either GL_TEXTURE0 or sampler2D? You still have to bind the texture to the context, and you still have to have a variable in GLSL that...
  20. So... how exactly would that improve anything?...

    So... how exactly would that improve anything? All that would change is that you would have two ways to say the same thing. And since we have a bunch of code, books, and tutorials written using the...
  21. I don't know what the Wikipedia concept is; it...

    I don't know what the Wikipedia concept is; it seems to be talking about specific pieces of hardware. I can only explain what OpenGL says.

    OpenGL does not define any such thing as a "texture...
  22. If you really want to get technical, the OpenGL...

    If you really want to get technical, the OpenGL specification calls them "texture image units" (the term "texture unit" refers to the texture image unit plus the old glTexEnv stuff).

    In any case,...
  23. This is kind of an odd thing. See, there's...

    This is kind of an odd thing. See, there's "deprecated" and then there's "compatibility profile". "Deprecated" means "still available in core until we decide to get rid of it", while "compatibility...
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    I just did some digging into the specifications,...

    I just did some digging into the specifications, and guess what? Opaque types can be in structs after all.

    I don't know how I screwed that up, since I got it right on the wiki...

    Oh, and when I...
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    No, there's no "if" in that statement. I just...

    No, there's no "if" in that statement. I just took a look at it and encountered this picture. It's wrong; the Geometry shader comes after tessellation, not before. That's not a minor mistake someone...
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