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  1. Replies
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    Use glUniform1iv.

    Use glUniform1iv.
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    One should just forget about this idiosyncrasy of...

    One should just forget about this idiosyncrasy of "old style" (Where you use glActivateTexture) OpenGL and always set the older texture type of the slot to 0 when setting another texture with a...
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    One more thing. If you use glGenerateMipmap or...

    One more thing. If you use glGenerateMipmap or glGenerateMipmapEXT after creating the mipmap level 0 (your glTexImage2D), they create all other other mipmap levels from that. So in that case you...
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    You defined a min filter that uses mipmaps, but...

    You defined a min filter that uses mipmaps, but you did not create any mipmaps.

    With the "old style" glTexImage2D function you need to call it for every mipmap level.

    Untested example code:
    ...
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    You only need one. And only if you use OpenGL 3.3...

    You only need one. And only if you use OpenGL 3.3 or higher as a Core profile. You may also want to use GL_ARB_vertex_attrib_binding if available.
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    Most drivers seem to always put the buffer on the...

    Most drivers seem to always put the buffer on the client side (Normal CPU system memory) if you map them even once.

    Try to create a small transfer buffer that you map read/write and persistently...
  7. Hard to give a meaningful answer with that amount...

    Hard to give a meaningful answer with that amount of information. For all I know your "arbitrary" values are not valid in the way I mentioned and therefore the texture creation, and subsequently the...
  8. Unsized formats are deprecated. Texture storage...

    Unsized formats are deprecated. Texture storage functions for example only takes sized formats.
  9. In older OpenGL you could set a texture flag that...

    In older OpenGL you could set a texture flag that tells the driver to auto generate the mipmaps when the texture data changed. That is not used anymore.
    Now you initiate the generating yourself...
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    Simple alpha blending that e.g. only uses...

    Simple alpha blending that e.g. only uses additive, subtract or multiplication, does not need to be sorted. Depending on how accurate the result has to be.
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    Considering glTextureStorage2D is fine with the...

    Considering glTextureStorage2D is fine with the value but glCompressedTextureSubImage2D is not, this looks like a driver fuck up to me...
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    Well... if you are a OpenGL historian then go for...

    Well... if you are a OpenGL historian then go for it, but otherwise I would stick to a minimum version of OpenGL. depending on what the hardware has you want to run it on.
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    I don't use any VAOs at all, except the one you...

    I don't use any VAOs at all, except the one you have to bind to be standard conform since, I think, 3.3 core. (Well it works without on nvidia, but there implementation is as standards conform as...
  14. Fount the older stuff. GLX_SGI_video_sync...

    Fount the older stuff. GLX_SGI_video_sync

    It come with this two functions.

    int glXGetVideoSyncSGI(uint *count);
    int glXWaitVideoSyncSGI(int divisor, int remainder, unsigned int *count);
    ...
  15. https://www.opengl.org/wiki/Swap_Interval...

    https://www.opengl.org/wiki/Swap_Interval (specifically GLX_EXT_swap_control or GLX_MESA_swap_control)
    Or when using SDL2 there is SDL_GL_SetSwapInterval()

    You can set swap interval to 2. So it...
  16. We need some more context/information to be able...

    We need some more context/information to be able to help. What version of OpenGL are you targeting? What hardware is it supposed to run on? Any other limitations?

    Modern OpenGL does not support...
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    There is a lot of caching going on with OpenGL...

    There is a lot of caching going on with OpenGL calls. Use glFlush after you submitted all OpenGL calls and before you want to do the CPU stuff. Otherwise the swapbuffers command will cause a glFlush...
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    Valid point. I tested some more and to me it...

    Valid point.

    I tested some more and to me it looks like dxt3/5 + 7z(default compression settings) has a slightly better image quality then a jpg at the same file size. (Using gimp + dds plugin)...
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    Never really used compressed textures because so...

    Never really used compressed textures because so far I hat no need for them in my projects.

    I could imagine that you still can compress raw DXT very well with some default compression algorithms....
  20. Just a guess from how compressed textures work...

    Just a guess from how compressed textures work with there block size:



    static inline int align(int value, int alignment)
    {
    return value + ((value % alignment) ? (alignment - (value %...
  21. Well, drivers cache a lot of the commands before...

    Well, drivers cache a lot of the commands before they actually do anything.
    Changing the FBO normally is the most expensive action. And then you often switch between many shaders during rendering to...
  22. Well there is GL_ARB_depth_clamp (Core since...

    Well there is GL_ARB_depth_clamp (Core since 3.2). So maybe a simple glDisable(GL_DEPTH_CLAMP) could do the trick? Never used that one and have no idea how it interacts with clip_control.
    But maybe...
  23. To make this more useful for future google...

    To make this more useful for future google archeologists here is my solution.

    The projection matrix is the same for both variants:

    With GL_ARB_clip_control:


    glDepthFunc(GL_GREATER);...
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    Isn't repeatedly mapping/unmapping one of the...

    Isn't repeatedly mapping/unmapping one of the extreme performance killers that you should not use it in any case?
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    SDL2 for example comes directly with shared GL...

    SDL2 for example comes directly with shared GL contexts. If you don't use SDL2 you can take a look at there code.

    The things you would update/create in a separate threads would be buffers and...
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