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Type: Posts; User: JoshKlint

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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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    Frequent GL_OUT_OF_MEMORY errors

    I am frequently experiencing GL_OUT_OF_MEMORY errors with my application. GPU Shark says my available VRAM is 1536 mb, but I can get this error when only 389 mb are in use.

    Is video memory...
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    Dude, what are you even talking about? You're...

    Dude, what are you even talking about? You're just throwing out some terms you read somewhere that have nothing to do with the optimization I am describing. I have been using cascaded shadow maps...
  15. The problem goes away if I log out and switch to...

    The problem goes away if I log out and switch to the Ubuntu2D desktop.
  16. ATI Cards stop refreshing screen at high framerate?

    I have a strange problem with ATI cards on Ubuntu 12.04 LTS and 13.10.

    It appears that when the framerate gets above about 80, the screen actually stops refreshing...so while the FPS reading...
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    Disappointed with GLSlang/GLSLValidate

    When Khronos names GLSlang as the official reference compiler for GLSL, I thought this was a major step in the right direction. I thought I would add shader validation into my shader editor today...
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    Context switching is extremely slow?

    In our 4-viewport editor, I have noticed that when drawing objects the mouse movement gets extremely laggy. This only occurs when there is an event that causes all four viewports to be redrawn. ...
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    ATI/Intel switchable graphics?

    I'm having trouble tracking down any information on ATI/Intel switchable graphics. On Nvidia/Intel combos, I just have to extern a variable to indicate the application should use the discrete GPU:
    ...
  20. Well, the decal needs to write to a different...

    Well, the decal needs to write to a different normal texture anyways, since it needs to read the underlying normal lookup to calculate texcoords on the surface. So I suppose I can perform that blend...
  21. If you want the decal normals and other...

    If you want the decal normals and other properties to blend with the underlying normals, the additional texture attachments each need to store an alpha value. If you use that alpha channel to store...
  22. OpenGL 4 - Can we still not specify a texture attachment index for blending

    If you have a gbuffer for a deferred renderer like this:

    Texture 0
    ---------
    R: Diffuse.r
    G: Diffuse.g
    B: Diffuse.b
    A: Diffuse.a

    Texture 1
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    This would also allow the use of simple...

    This would also allow the use of simple transparent shadows. By discarding every other pixel with an offset based on the sample ID, you can render transparency in a deferred renderer. Shadow maps...
  24. Linking error: undefined reference to glXSwapIntervalEXT

    I am trying to call glXSwapIntervalEXT in my Linux application.

    I declared GLX_GLXEXT_PROTOTYPES in the user definitions, and the header file is found. However, my program cannot link due to an...
  25. Correct way to send bone data to shaders?

    Nevermind, looks like uniform buffers is it.
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