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Type: Posts; User: Alfonse Reinheart

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    Generally speaking, you don't mechanically put...

    Generally speaking, you don't mechanically put enables or disables in one location relative to other state changes. You change the things that need to be changed to draw the next object (preferably...
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    It is interesting to note that the APIs that have...

    It is interesting to note that the APIs that have to be at least somewhat hardware independent (Metal and D3D12) both takes the PSO route.



    Um, low level APIs are not supposed to be application...
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    Have you downloaded drivers for your graphics...

    Have you downloaded drivers for your graphics card? Bear in mind that the HD4xxx line is no longer supported, though the most recent drivers (from years ago) should still be available.

    Whether...
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    You have 3 shader scenarios. That's not...

    You have 3 shader scenarios. That's not "constantly" switching.

    Many actual applications switch between dozens, if not hundreds, of different shaders every frame. That you've managed to boil it...
  5. The read framebuffer...

    The read framebuffer is for operations that read from the framebuffer itself. Fragment shaders cannot read from a framebuffer; they can read from textures.

    So you need to bind the texture that was...
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    No, only some of the problems with the D3D10...

    No, only some of the problems with the D3D10 method were there at first. The state correlation issue, in an immediate mode API, is basically a minor inconvenience. Yes, IHVs have to deal with it, but...
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    You read the TGA file specification...

    You read the TGA file specification and write bytes that conform to it.

    Unless you expect us to write your code for you, you're going to have to ask a more specific question than that. Personally,...
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    So that's 3-for-3 command-queue-based APIs that...

    So that's 3-for-3 command-queue-based APIs that use some form of the PSO approach. It would be ridiculous to accuse either Apple or NVIDIA of not "really having any extensive insight on the matter"....
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    It should be noted that Pango is a text layout...

    It should be noted that Pango is a text layout library, not a text rendering library. It tells you which glyphs you need and where they go; it doesn't put them there.
  10. Need to backtrack on immutable state objects....

    Need to backtrack on immutable state objects. Just say no.
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    The three possibilities here are: 1. Big,...

    The three possibilities here are:

    1. Big, monolithic, immutable (or at least with controlled mutability) context object. From what I understand, this is the D3D12 model, so let's call this PSO.
    ...
  12. I don't suppose that there's even the slightest...

    I don't suppose that there's even the slightest chance that there will be videos of these available.

    I also find it a bit disconcerting that this is being called a "graphics and compute API". The...
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    OpenGL doesn't even know what a "mesh" is. How...

    OpenGL doesn't even know what a "mesh" is. How could it know what would constitute a "hole" in that mesh, let alone how to "fill" it?

    For that matter, how exactly would you define a "hole" in a...
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    While Windows did start with Unicode support as...

    While Windows did start with Unicode support as UCS-2, they quickly switched it to UTF-16. And that was well over a decade ago (Win2000). So again, if you're planning to shove a Windows-provided...
  15. I'd never really looked at the shading language...

    I'd never really looked at the shading language part of Metal; I assumed that if the distinction existed, it would be on the API side. But there it is, purely done in shaders. That's certainly... an...
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    What proof do you have that it's not executing...

    What proof do you have that it's not executing your vertex shader? That is, what happens if you take away the attribute usage and rely solely on gl_VertexID?
  17. Because the same vertex isn't the same if it has...

    Because the same vertex isn't the same if it has two normals on it.

    A vertex is a unique combination of different attributes, including things like positions, colors, normals, etc. If a position...
  18. I suspect you may have misunderstood something. ...

    I suspect you may have misunderstood something.

    The percent increase in space for mipmaps has nothing to do with channels or anything that relates to the image format. It's entirely about the...
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    Layering? That word has a very great many...

    Layering? That word has a very great many meanings in different contexts. So what exactly are you trying to do?
  20. The thing about all texture compression formats...

    The thing about all texture compression formats is that they have a fixed compression size. Unlike JPG and PNG, the content of the image is irrelevant to its compressed size. The only thing that...
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    I believe the older hardware you refer to would...

    I believe the older hardware you refer to would be NVIDIA's pre-8xxx line. Since they're quite literally 10 years old this June, I'd say it's probably a moot point to consider them.

    Also, changing...
  22. Anyone know about what? GCelements just explained...

    Anyone know about what? GCelements just explained what you need to do. You didn't explain what part of that you didn't understand, so it's rather hard to know what to help you with.

    Or do you just...
  23. Last chance for glNext predictions!

    With a GDC presentation on glNext in less than two weeks, I thought it would be good to get final predictions on the nature of the API. So here are mine:

    BTW: "Has command buffers" doesn't count;...
  24. I hadn't really thought about that, but that does...

    I hadn't really thought about that, but that does explain some of the more oddball things in Metal. It also makes me somewhat concerned about glNext, since it is intended (from what I understand) to...
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    #version 120 #extension GL_ARB_geometry_shader4...

    #version 120
    #extension GL_ARB_geometry_shader4 : enable
    in vec3 vertWorldPos[3];


    First, these three statements cannot go together. GLSL 1.20 does not use in/out on global variables, and...
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