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Type: Posts; User: Alfonse Reinheart

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  1. The conversion from float to fixed point does not...

    The conversion from float to fixed point does not state that it clamps (at least, not in any recent OpenGL version). It allows different implementations to decide on the behavior, saying only that it...
  2. Here's a picture of how the images look....

    Here's a picture of how the images look.
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    To elaborate on this point a bit, most skeleton...

    To elaborate on this point a bit, most skeleton data for any humanoid figure contains lots of transforms. For example, a fully articulated hand requires no less than 15 bones (transformations) each....
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    What do you mean by "skeletal" data? If you...

    What do you mean by "skeletal" data?

    If you mean the list of transforms needed to display a skinned model, that is not something you can adequately access via vertex attributes. Under skinning,...
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    No need to drop support; it would appear that...

    No need to drop support; it would appear that they support the ARB_multi_draw_indirect extension. At least, on Windows.

    Even so, you can still use non-multidraw functionality to make it work, even...
  6. There's nothing confusing about that. A texture...

    There's nothing confusing about that. A texture must be complete in order for it to be used in pretty much any rendering operation. Immutable storage textures are always complete (that's about 40% of...
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    And, for what it's worth, multi-draw-indirect was...

    And, for what it's worth, multi-draw-indirect was core in 4.3.
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    Note that if you're talking specifically about...

    Note that if you're talking specifically about this technique, that's rather outdated. The asynchronous query isn't necessary; with multidraw indirect rendering, you can avoid it by making your...
  9. ... this is kind of a grey area. Well, that's...

    ... this is kind of a grey area. Well, that's assuming that you had a `#version 100` at the top of your shader, which would indicate that you want OpenGL ES 2.0's shading language.

    I say it's a...
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    The `shared` layout guarantees nothing about the...

    The `shared` layout guarantees nothing about the layout except that, if you define a uniform block with the same members in the same order (including their names), then the two blocks will have...
  11. When you say that you have "~50k unique...

    When you say that you have "~50k unique primitives," do you mean that you have 50K triangles or draw calls? Because when you say "I gues it's because of the number of glDraw calls (50k for the...
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    I'd say that your mistake is right there: the...

    I'd say that your mistake is right there: the part where you decided up front that image quality was irrelevant.

    I make no claim as to having done an image quality analysis on any of these...
  13. Also, note that glIntercept...

    Also, note that glIntercept is a pretty good tool for tracking these kinds of bugs down. It can spit out a list of all OpenGL calls your application makes. It would have been easy to find the...
  14. Hmm... that's telling. What happens if you set...

    Hmm... that's telling. What happens if you set the near/far range to [1, 100], then try [101, 200]. Because there's no way you should see the exact same thing with both ranges; they're mutually...
  15. Remember how vertex array specification works...

    Remember how vertex array specification works without the divisor. For each vertex in the range of vertices specified, the vertex fetching system will fetch a value from each enabled array. You have...
  16. Here's one more possibility....

    Here's one more possibility. GL_PRIMITIVE_RESTART_FIXED_INDEX uses a fixed index, but that index is not 0xFFFF. It is always the largest possible unsigned integer for whatever index size you're...
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    Why not use a compute shader to build the...

    Why not use a compute shader to build the instance data, then use an indirect rendering call to render the computed instance data?

    I see no need here for a specialized hardware feature. And CS's...
  18. Given the code you're using, glGetUniformLocation...

    Given the code you're using, glGetUniformLocation would probably be an improvement ;)

    The general idea is that you shouldn't be using string names for uniform look up per-frame, whether you're...
  19. If those shaders are the same shader (ie: you'd...

    If those shaders are the same shader (ie: you'd be building multiple copies of the same program), no. Changing which program is bound program object is far more expensive to OpenGL than changing...
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    Lots of things. First: you must make sure that...

    Lots of things.

    First: you must make sure that you actually have a stencil buffer. So you must use whatever tool you use to create an OpenGL context and get it to make one with a stencil buffer.
    ...
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    A better way to do this is with the stencil...

    A better way to do this is with the stencil buffer. You basically render the entrance to the TARDIS, but you use write masking so that you only update the stencil buffer (you should still use the...
  22. First, it's not clear if you're creating a...

    First, it's not clear if you're creating a compatibility context or not. If not, then you don't have access to glBegin/glEnd, or any of the other compatibility functionality.

    Second, if you're...
  23. Well, there's your problem: one of those...

    Well, there's your problem: one of those functions is not like the other.

    glColor and such were deprecated in OpenGL 3.0 and removed in 3.1. glViewport was not; that's still a thing you need to...
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    OK, before I answer your specific questions, let...

    OK, before I answer your specific questions, let me say this.

    That example code you found? Never do anything it does. Wipe the entire thing from your mind. If you're interested in doing text...
  25. Other than saving 8 bytes-per-pixel (and the...

    Other than saving 8 bytes-per-pixel (and the accompanying bandwidth), I see nothing to gain by this. Maybe it makes packed float-depth/stencil format more economical.

    Also, I rather doubt that...
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