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Type: Posts; User: MalcolmB

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  1. The issue I'm trying to solve is that often I...

    The issue I'm trying to solve is that often I need to show 30hz content on 60hz monitors. If I call SwapBuffers() 30 times a second there is no guarantee that each frame will be shown for 2...
  2. OpenGL and IDXGISwapChain1 for buffer swaps

    Has anyone tried to use a IDXGISwapChain1 to do buffer swaps instead of SwapBuffers()? I'm not sure if it's possible but since there is a new IDXGIFactory2::CreateSwapChainForHwnd, it seems possible...
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    Another update: running at 120hz on a 120hz...

    Another update: running at 120hz on a 120hz monitor, all the frames get correctly shown to the monitor using this method (testing by recording with a high speed camera).
    So, interesting results..
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    If I remember correctly the issue was with a...

    If I remember correctly the issue was with a Quadro K5000 when using the Video Editing profile + Mosaic. It's specific case where it stops working, it works in 99% of cases the way you are currently...
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    More use case examples: First one I've...

    More use case examples:

    First one I've mentioned before briefly, but I'll flesh it out more.

    Example 1. Right now to synchronize two threads using two GL contexts we need to use both an OS CPU...
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    Yes, the requirement given from that Nvidia dev...

    Yes, the requirement given from that Nvidia dev surprised me also, and does seem to contradict that article and other articles I've found. Trying to get reconfirmation of this from them, but I'm...
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    But I'm trying to follow that advice... I'm...

    But I'm trying to follow that advice... I'm trying to ensure that I call SwapBuffers from the thread that created the DC, the window's thread. Your remarks bring up another example actually, which to...
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    GClements...

    GClements : The rules for the callback can follow the same ideas as when GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB is disabled for the debug callback. There is no guarantee which thread will call the...
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    tonyo_au...

    tonyo_au : Which thread does the swap buffers occur in for each window? If it's in the Render Thread then that is *technically* illegal according to Nvidia, although I've only ever found one case...
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    I do something similar to you, but not quite. It...

    I do something similar to you, but not quite. It works, but the performance is far worse than if 100% of the OpenGL calls occur in a single thread. (22 fps vs. 30 fps in one sample file I have)
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    SwapBuffers() in another thread

    I know, I know. This is a topic that has been discussed a lot. I've never seen a solution suggested like the one I'm trying to do though, so bare with me.

    In the past I did all the GL calls and...
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    Sync finished callback

    It would be great if we could register a callback function that gets called by a driver thread when a GLsync object becomes signaled, instead of having to poll or stall on the GLsync object until...
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    Thanks for the suggestion, you're correct. If I...

    Thanks for the suggestion, you're correct. If I put it in a struct within the interface block is does how. However this extra layer of having to do interface.struct.value makes it pretty ugly also....
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    Copying all data from interface blocks

    Hey, is there an easy way to copy all the data in an interface block from the input to the output? For example lets say in the geometry shader I have


    in Vertex {
    vec4 color;
    vec3...
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    Re: bindless graphics + glMapBufferRange

    The buffer doesn't become non-resident after an invalidate map. However the GPU_ADDRESS I get isn't changing either, which maybe is correct?

    I will say that the performance increase I'm getting is...
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    bindless graphics + glMapBufferRange

    I'm sure the answer is in the details of the spec, but I'm still not 100% sure of this after reading through them.

    What is the behavior for Nvidia's bindless graphics when used with...
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    Re: Informal Forum Posting Guidelines: Commentary

    I'm not saying don't ask why in all cases. I'm saying don't ask why simply because you don't know the answer, as a way to change the conversation away from the question you can't answer.
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    Re: Informal Forum Posting Guidelines: Commentary

    Many people come here having done their research, decided 'ok, this is the extension I need to use to do this, now how do I use it?', and have a question related to the usage of that extension. 'Why'...
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    Re: Informal Forum Posting Guidelines: Commentary

    What this is *badly* missing is guidelines for replying to questions as well. This is entirely one sided without dealing with the aggressive and condescending replies that can turn people away from...
  20. Re: Laptops with a lower power card + an real GPU

    I don't think it's Nvidia optimus. The laptop literally has a 2nd (usually Intel) graphics card whos driver is responding to the initial gl calls.

    Edit: Ok after reading deeper into optimus I...
  21. Re: Laptops with a lower power card + an real GPU

    Hey can you elaborate on the NVAPI solution? I use NVAPI in my app already but I just downloaded the latest NVAPI documentation and I can't find the setting you are referring to.
    Thanks
  22. Laptops with a lower power card + an real GPU

    Has anyone found a good way to deal with the new laptops that have a low power onboard graphics chip that is used for basic computing, and then a real (Nvidia etc.) GPU used for 3D apps? When my...
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    Re: How to use texelFetch()?

    He was actually talking about the textlFetch() function, not texelFetchBuffer()
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    Re: Uniform blocks optimized out

    Did you get any results from asking Nvidia about this? I'm getting the same issue.
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    Re: wglMakeCurrent fails + WGL_NV_gpu_affinity

    I've learn that on certain setups, on new Nvidia drivers, the behavior for GPU affinity has changed (sadly). This is how things work on Windows 7 also, but they've brought it back to XP also.
    You...
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