Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Dark Photon

Page 1 of 20 1 2 3 4

Search: Search took 0.09 seconds; generated 56 minute(s) ago.

  1. Replies
    2
    Views
    105

    First, FPS is a pretty useless metric. Gamerz...

    First, FPS is a pretty useless metric. Gamerz use it, but graphics developers don't. A few short pages on this: link, link.



    This is apparently asserting that:

    ifps = Frames / Second = 1.0...
  2. Replies
    1
    Views
    55

    Looks pretty close if you don't want MIPmaps. ...

    Looks pretty close if you don't want MIPmaps. However, you've got a few copy/paste bugs in your glTexParameter calls (the first arg for both calls, as well as the value you're setting for the MIN...
  3. Replies
    8
    Views
    292

    It's been 5 years, but I know I've seen this used...

    It's been 5 years, but I know I've seen this used in an NVidia example, possibly in their GPU Computing SDK.

    I may have an example at home. In the interim, check out the point sprite shaders in...
  4. Replies
    9
    Views
    273

    Ok. I fixed up your URL for you above. Next...

    Ok. I fixed up your URL for you above. Next time just put some spaces in the URL (and make a comment about removing the spaces).

    Sorry for the inconvenience. For spam prevention, new users...
  5. Replies
    9
    Views
    273

    Just post the URL with a space or two in/after...

    Just post the URL with a space or two in/after the http:// and we'll fix up the link for you.
  6. Anytime this happens, look for anything you are...

    Anytime this happens, look for anything you are creating every frame (or at least frequently). Nothing should be created or deleted steady state.

    In your case, it search for glGen*. You'll find...
  7. Replies
    9
    Views
    273

    Cwhizard, once you rework your drawing to use...

    Cwhizard, once you rework your drawing to use glDraw* and VBOs, there's lots more you can do if you still need more performance. The goal becomes minimizing the number of state changes and draw...
  8. Ok, there two context creation paths here. The...

    Ok, there two context creation paths here. The question is which one is your code taking.

    I've excised all the error handling from your code snippet above in this post so we can see what the code...
  9. Replies
    1
    Views
    95

    Your best source of information is going to be...

    Your best source of information is going to be NVidia CUDA documentation, both online and in book form. Yes, you can use CUDA and OpenGL in the same program, but if this is your first go at working...
  10. Ok, now how about the creation of your system...

    Ok, now how about the creation of your system framebuffer (e.g. WGL window)?



    That's fine. The buffers in a framebuffer should have the same sampling rate. What I was referrering to was the...
  11. What GL error is being thrown? ...

    What GL error is being thrown? GL_INVALID_OPERATION?

    Though you do show the texture used for the off-screen FBO, you don't really show the code for creating your two framebuffers (the system...
  12. Replies
    1
    Views
    141

    It's not clear to me exactly what you you know...

    It's not clear to me exactly what you you know vs. want to know here.

    Check out the "Lens Matched Shading" and "LMS" pages in this presentation:

    * NVidia OpenGL in 2016

    Theory is first, then...
  13. Replies
    1
    Views
    107

    It's a good start, but you may also want to look...

    It's a good start, but you may also want to look at using bindless textures instead or in addition as they get rid of some of the cons (obvious and definitely not obvious) for using texture arrays to...
  14. Replies
    2
    Views
    143

    That's an interesting statement. What makes...

    That's an interesting statement.

    What makes you say that assembly-language TEMPoraries are stored in global device memory rather than in registers or shared memory? Do you have a reference you...
  15. Look at Device Manager -> Display Adapters to...

    Look at Device Manager -> Display Adapters to determine what GPU(s) you have installed (alternatively, determine this through some free software like GPU-Z or CPU-Z).

    Then install the latest...
  16. Probably so. Give it a try.

    Probably so. Give it a try.
  17. What's going on with that first glTexImage2D? ...

    What's going on with that first glTexImage2D? Looks like left-over copy/paste.



    To address your problem, I would implement the last of your questions first. That is, for now don't do the...
  18. Replies
    3
    Views
    183

    Understanding how matrix transforms work and how...

    Understanding how matrix transforms work and how to use modeling, viewing, projection, and viewport transforms work is pretty key to rendering with OpenGL. You should definitely spend some quality...
  19. Replies
    5
    Views
    304

    That's the 2nd #6, under Posting Guidelines. :) ...

    That's the 2nd #6, under Posting Guidelines. :) The first #6 is under Before you post.
  20. Are you writing your code properly to account for...

    Are you writing your code properly to account for the fact that each window/subwindow has its own GL context?

    You might post a short, standalone GLUT test program that illustrates your problem so...
  21. Replies
    5
    Views
    304

    Please read The Forum Posting Guidelines...

    Please read The Forum Posting Guidelines.

    Pay particularly close attention to "Before You Post, #6".
  22. Replies
    3
    Views
    210

    The texture coordinates you use to lookup into...

    The texture coordinates you use to lookup into the shadow map with. The first occurrance in your fragment shader is: projCoords.xy

    Until you have basic shadow mapping working, I'd comment out...
  23. Replies
    2
    Views
    136

    You might post a little code to illustrate your...

    You might post a little code to illustrate your use case.

    In general, once you upload your vertices to the GPU and store them in a buffer object, you can just delete (or reuse) the CPU memory...
  24. Replies
    5
    Views
    202

    In that article, "ray picking" is independent of...

    In that article, "ray picking" is independent of OpenGL. So you just exclude the hidden vertices from your search. It even says to intersect "the picking ray with all your visible objects in your...
  25. It sounds like you're on the right track. Using...

    It sounds like you're on the right track. Using simple bounding primitives for your objects (e.g. spheres or OBBs). Transform these bounding primitives into eye-space. Once in eye-space, determine...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4