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: elFarto

Page 1 of 10 1 2 3 4

Search: Search took 0.03 seconds.

  1. Replies
    8
    Views
    1,802

    * Slides...

    * Slides to the Youtube video. Some how the ones on the Khronos site got replaced with different files.
  2. Replies
    2
    Views
    623

    Well, I probably posted this at the wrong time,...

    Well, I probably posted this at the wrong time, what with Vulkan coming out and all, so here's the source for my example. The basic premise is to override the EnumDisplayDevices call the opengl32.dll...
  3. Replies
    2
    Views
    623

    Multiple vendor GPU selection in Windows

    Hi

    Am I right in thinking that there's no way to select which GPU you'll get in Windows, and that it will just use whatever device is set to the primary display?

    I ask this because I think I've...
  4. Replies
    13
    Views
    1,389

    This appears to be how the NV_command_list...

    This appears to be how the NV_command_list extension works, and the slides on it suggest that the driver will cache the state changes.

    Regards
    elFarto
  5. Replies
    40
    Views
    10,646

    I'm not sure I buy that. It's surely going to be...

    I'm not sure I buy that. It's surely going to be easier for a driver to de-optimize a MAD_SAT to a MAD and SAT, than it is to combine a separate MAD/SAT into a single instruction. Combining the...
  6. Replies
    40
    Views
    10,646

    Yes, it's vector. Although, I guess you could...

    Yes, it's vector. Although, I guess you could treat it as scalar and just specify one element at a time.


    I know, I've been knee deep in it for the past week, attempting to implement...
  7. Replies
    40
    Views
    10,646

    Not true, I got this bit of HLSL: ...

    Not true, I got this bit of HLSL:

    Output.Position = saturate((input.Position * -input.Position) + abs(input.Position));
    to compile to this asm:

    mad_sat o0.xyzw, v0.xyzw, -v0.xyzw, |v0.xyzw|
    ...
  8. Replies
    40
    Views
    10,646

    I was going to mention something about SSA and...

    I was going to mention something about SSA and saturate (and [-1,1] saturation too), but decided not to. Saturates would need to be move to the operation that writes the register, so we get our...
  9. Replies
    40
    Views
    10,646

    I agree that the compiler can't know the cost,...

    I agree that the compiler can't know the cost, but it should use as many registers as it needs so no sub-expression needs to be recomputed. The driver can always undo that optimization later on if it...
  10. Replies
    40
    Views
    10,646

    I understand what you are saying, and agree that...

    I understand what you are saying, and agree that for the hardware, scalar representation is required. And yes you can do better optimisations on scalar code vs vectorized code, there's no argument...
  11. Replies
    40
    Views
    10,646

    Yes and no. Yes they could change it, but no,...

    Yes and no. Yes they could change it, but no, they still might be limited by hardware, specifically bandwidth.


    A new binary shader format that doesn't support already existing hardware isn't a...
  12. Replies
    40
    Views
    10,646

    I've been looking at this very issue the past few...

    I've been looking at this very issue the past few days, and I think the best thing for OpenGL would be to ARBify NV_gpu_program{4,5} and friends (with a few tweaks) as use that as the base for all...
  13. Replies
    13
    Views
    3,563

    Then add a similar function for non-indexed...

    Then add a similar function for non-indexed targets, although I can't see a problem using GL_ELEMENT_ARRAY_BUFFER with an index of 0 and just change the semantics of BindBuffer to only effect index...
  14. Replies
    13
    Views
    3,563

    It would be nice if BindBufferRange could accept...

    It would be nice if BindBufferRange could accept any of the buffer targets, not just the 4 it does at the moment (GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER and...
  15. Replies
    9
    Views
    5,003

    Firstly, remove the...

    Firstly, remove the glEnableClientState(GL_ARRAY_BUFFER); call, that's not legal.

    Secondly, check that tex2Buffer really is non-zero.

    Regards
    elFarto
  16. Replies
    9
    Views
    5,003

    Change this: glVertexPointer( 3, GL_FLOAT, 0,...

    Change this:

    glVertexPointer( 3, GL_FLOAT, 0, off );
    to:

    glVertexPointer( 3, GL_FLOAT, 0, 0 );
    Aswell as the glNormalPointer and glTexCoordPointer calls.

    And you'll probably need:
  17. Replies
    9
    Views
    5,003

    This link should help you: ...

    This link should help you:

    http://lwjgl.org/forum/index.php?topic=4494.0

    Regards
    elFarto
  18. Replies
    5
    Views
    6,143

    Without quite understanding what your issue is,...

    Without quite understanding what your issue is, you could try moving the glScalef after the glRotatef commands.

    Regards
    elFarto
  19. I just meant that for a 'simple' copy, you need...

    I just meant that for a 'simple' copy, you need to setup 2 FBO and bind them then do a blit, as apposed glCopyImageSubData which accepts all the parameters in one call.

    Regards
    elFarto
  20. You could always try NV_draw_texture (if you've...

    You could always try NV_draw_texture (if you've got it), that allows resizing, but draws to the currently bound framebuffer. Unfortunately it isn't designed to read from a layered textured, so you'll...
  21. If you're copying from one texture to another,...

    If you're copying from one texture to another, could you not use glCopyImageSubData from ARB_copy_image (or the equivalent from NV_copy_image if you don't have that)?

    Regards
    elFarto
  22. Replies
    2
    Views
    1,213

    What the answer you linked to is saying is that...

    What the answer you linked to is saying is that the glMapBuffer function isn't actually defined as a function in the header file by default.

    The normal way to access these methods is to use...
  23. I'd love to see this to, just tripped over the...

    I'd love to see this to, just tripped over the same issue today.

    It would also be nice to see glBufferAddressRangeNV be able to to bind to all the buffer binding points rather than just vertex...
  24. Replies
    7
    Views
    2,337

    It exactly matches what the hardware does. This...

    It exactly matches what the hardware does. This means you can change the format of the vertices and which buffers the data is retrieved from independently. This is good because changing the format is...
  25. Replies
    7
    Views
    2,337

    Hi Right, I was using the core profile before...

    Hi

    Right, I was using the core profile before (or at least, not specifying I wanted compat, and LWJGL decided to give me core), and the first one wouldn't work until I used compat profile. And I...
Results 1 to 25 of 230
Page 1 of 10 1 2 3 4