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  1. Replies
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    Wikipedia is your friend. Nvidia has support...

    Wikipedia is your friend.

    Nvidia has support for OpenGL 2.1 since the GeForce 7 series. And ATI supports OpenGL 3.3 since the Radeon HD 2000.

    So just take a look at ebay or your favorite...
  2. What kind of device are you using? Embeded board?...

    What kind of device are you using? Embeded board? PC? Integraded GPU on board or CPU? Graphic card? Name? etc...

    Because that makes a big difference here if you have a GPU with dedicated memory, a...
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    We clearly need some more information here to...

    We clearly need some more information here to even guess what you want/need.

    Is it limited to 2d space? Like where you could just work like a applications for maps? Segmenting the data and stream...
  4. Maybe try to not use the EXT verson of the frame...

    Maybe try to not use the EXT verson of the frame buffer? GL_ARB_framebuffer_object is core since 3.0.

    You may also want to take a look at debug output, makes error hunting way easier:...
  5. Try to change your shader headers to the lower GL...

    Try to change your shader headers to the lower GL version. Maybe also get some error checking/output for your shader loading?


    #version 330 core
  6. Compressed formats are not supported. ...

    Compressed formats are not supported.

    https://www.khronos.org/opengl/wiki/Image_Load_Store#Images_in_the_context

    So all R, RG, RGBA and the special formats GL_R11F_G11F_B10F, GL_RGB10_A2,...
  7. The issue is the RGB8. As far as I know image...

    The issue is the RGB8. As far as I know image access only works on R, RG, and RGBA values. In general its a good idea to not use RGB at all except for special formats that natively align in memory.
  8. FBOs have several slots for attachments. So you...

    FBOs have several slots for attachments. So you also could just bind each side to one attachment slot and switch the color read source via glReadBuffer​.

    The fun part is to find out what way is...
  9. IŽam curious. What GPU/driver/os are you using?

    IŽam curious. What GPU/driver/os are you using?
  10. Thread: GLboolean

    by Osbios
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    It is defined as one byte. The spec says noting...

    It is defined as one byte. The spec says noting about signed or unsigned.

    You find all the data type specifications on page 13:

    https://www.opengl.org/registry/doc/glspec45.core.pdf
  11. Thread: Using many FBOs

    by Osbios
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    Probably acts very closely like an array texture....

    Probably acts very closely like an array texture. I also remember that this was valves approche when they implemented there OpenGL backand for the source engine. But again that is some years ago.
  12. Thread: Using many FBOs

    by Osbios
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    I only have experience with desktop GPUs and its...

    I only have experience with desktop GPUs and its a while ago when I tested FBO performance.

    Basicly switching FBO was very expensive. But you also can bind several render targets (e.g. textures)...
  13. Thx for the information! That was something I was...

    Thx for the information! That was something I was curious about myself.
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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...
  20. 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...
  21. Unsized formats are deprecated. Texture storage...

    Unsized formats are deprecated. Texture storage functions for example only takes sized formats.
  22. 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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