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Type: Posts; User: JoshKlint

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  1. GLSlang not catching compile errors, always failing to link

    I've implemented GLSlang into my toolset by including the source directly into my engine. When a forward-compatible OpenGL 400 context is simulated with GLSlang, the reference compiler lets...
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    Does textureLod perform filtering?

    I was wondering if the textureLOD command in GLSL is supposed to perform linear filtering? I noticed that on AMD hardware it does not appear to, but I did not notice this on Intel or Nvidia...
  3. OpenGL 4.0 compatibility is the requirement. ...

    OpenGL 4.0 compatibility is the requirement.

    What I am trying to avoid is unnecessary vertex processing in the final draw pass. Although an invalid ID could be used to discard instances, the...
  4. Billboards and geometry shader frustum culling

    I've run across a conceptual problem using geometry shaders to perform frustum culling. Here's how it works:

    1. Render every possible instance in a culling pre-pass, using the geometry shader to...
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    I got it working by switching over to render into...

    I got it working by switching over to render into vertex buffers. This probably didn't directly do anything, but it simplified the code:...
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    It's definitely occurring on glDrawElements(),...

    It's definitely occurring on glDrawElements(), and it's definitely due to the texture lookup in the vertex shader. Adding a call to glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0) at the end of the...
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    Objects don't have to only exist in terminal...

    Objects don't have to only exist in terminal nodes. You can just assign that object to the next level up node that completely encloses it. That's what I do in Leadwerks.[/COLOR]
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    Rendering with transform feedback

    I'm implementing a vegetation rendering system using GPU-based frustum culling with transform feedback. I write the instance IDs into a texture during the culling pre-pass, and then I read the IDs...
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    Here's the solution I came up with, which doesn't...

    Here's the solution I came up with, which doesn't require changing the original layout of the MRT. The original design just happened to work out favorably:

    0: diffuse.r, diffuse.g, diffuse.b,...
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    The normalized average of (1,0,0) and (0,1,0) is...

    The normalized average of (1,0,0) and (0,1,0) is ~(0.707,0.707,0). It's only a problem is the two vectors point directly away from each other. I can live with that.


    Just doing a discard is...
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    I understand the renderer isn't going to solve...

    I understand the renderer isn't going to solve scientific optics calculations, but it will do what people want. A normal that is the average of two surfaces is fine. The edge case of an emissive...
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    Wasteful alpha blending with MRT

    I was wondering if there is any way to set an MRT to blend using the alpha channel of a specific output. I have a deferred shader that stores diffuse, normal, emission, specularity, and some other...
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    Online hardware shader test system?

    I was wondering if anyone has ever seen a service that allows you to test GLSL shaders on different hardware. It would save a lot of time if I could just press a button that sends a shader source...
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    Thanks, I'm just going to keep using the query...

    Thanks, I'm just going to keep using the query and then implement additional optimizations later for hardware that supports it.
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    Hmmm, can this be done with only OpenGL 4.0...

    Hmmm, can this be done with only OpenGL 4.0 support? I can't drop support for the Intel 4000s.
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    Sweet, thanks for the tips.

    Sweet, thanks for the tips.
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    Indirect rendering requires OpenGL 4.5, right? ...

    Indirect rendering requires OpenGL 4.5, right? If that's the case, I can't use it since my product is already released.

    I did get the technique working in one day. Here's the results:
    ...
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    Yeah, I am basically rendering a subsection of an...

    Yeah, I am basically rendering a subsection of an n x n grid, so if you know the instance ID and have a starting offset you can figure out the X and Z position on the grid. Then the X and Z...
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    My request still stands. Data should flow in one...

    My request still stands. Data should flow in one direction, not back from the GPU to the CPU. This is an okay technique for the capabilities we have right now, but it's a non-optimal hack. ...
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    RasterGrid's description of the problem is...

    RasterGrid's description of the problem is exactly what I am running into, particular with batch size vs. vertex shader load.

    The asynchronous query in his technique is a weak point, but other...
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    Instance Shader

    We really could use an "instance shader" for rendering massive amounts of objects like vegetation and controlling the culling on the GPU. It really doesn't make sense to perform this step on the CPU...
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    Accurate count of samples passed

    I am implementing a lens flare effect that uses an occlusion query to tell how much of light source if visible. The more pixels are visible, the brighter the lens flare.

    I'm having trouble...
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    That's interesting. So GL_OUT_OF_MEMORY can...

    That's interesting. So GL_OUT_OF_MEMORY can signify:

    The GPU VRAM being filled up (which is not the case here).
    The GPU lacking a continuous block of memory of the requested size (which is...
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    The application in question is 32-bit. However,...

    The application in question is 32-bit. However, I am well below the 2 gb limit of 32-bit applications.
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    I should also note I am creating a 4096x4096 red...

    I should also note I am creating a 4096x4096 red float texture during the loading, which uses 67108864 bytes (64 mb).
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