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Type: Posts; User: nostalgic

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  1. Replies
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    One final note, since this post might be found by...

    One final note, since this post might be found by someone else having a similar idea: It is not even possible to bind depth buffers without stencil as images, let alone write to them.
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    Thank you, you are right. Rendering the...

    Thank you, you are right. Rendering the individual texels as points sounds better than the full-screen quad.
  3. Replies
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    Bind a depth/stencil texture as image

    Hello everybody,

    in my application, I need to update depth values of some pixels as a post-process, but I fail to accomplish this. Some details:

    - The scene is rendered into 2D multisample...
  4. Wrong fragment coordinates with 16x multisample render target?

    Hello everybody,

    I am struggling with the values of gl_FragCoord.xy provided by the GL. I want to display values calculated in a preceeding compute shader, which I do by drawing a usual...
  5. Multithreading: Only synchronize required GPU commands

    Hello everybody,

    I am currently working on an application that does some expensive data updates in an update thread and renders in a second thread. The updates typically consist of uploading...
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    Support for 64 bit indices

    Hi everyone,

    I am wondering if there is any chance there will be support for 64 bit indices in element array buffers in the near future. GLSL has been extended recently to support all kinds of...
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    Thank you for your reply! Using...

    Thank you for your reply! Using glVertexAttribDivisor to declare the instance indices as a per-instance vertex attribute indeed solves the problem. I don't know how I missed that.

    The second...
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    Instancing with instance index buffer

    Hello everybody,

    I am using instancing to draw a lot of geometry that in some cases is valid for only one frame. This is why for view frustum culling, I use a compute shader that writes the...
  9. Are you aware that rendering a skybox can be...

    Are you aware that rendering a skybox can be implemented as a screen-space effect?

    Vertex Shader:


    #version 450

    out vec3 vsViewDirection;

    uniform mat4 invView;
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    I once again thank you for your help. I was...

    I once again thank you for your help. I was hoping that maybe I was just unaware of a neat extension or other trick that could help me here. But it also helps to know that this is not the case and...
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    Thank you for your quick answer! It's quite a...

    Thank you for your quick answer! It's quite a bummer, though. The reason for my imageStore endeavour is precisely to avoid rendering to the framebuffer. The main render target is multisampled 8x for...
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    imageStore with correct depth ordering

    Hello everybody,

    I am trying to write geometry normals to an image in a fragment shader using imageStore. I have enabled early-z and want each texel of the image to store the normal corresponding...
  13. Thank you for your reply! In hindsight, this was...

    Thank you for your reply! In hindsight, this was a stupid request. Of course this cannot reasonably work like that.



    This is what I have implemented now and it is working fine. I think the main...
  14. Buffer sanity checks with NV_shader_buffer_load

    Hello guys, I am about to switch some of our application's code to use bindless graphics to reduce all the binding overhead, which really is a lot in our case. The NV_shader_buffer_load extension...
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    Thank you for pointing this out to me! I was not...

    Thank you for pointing this out to me! I was not aware this is what I was actually looking for. You are right.



    This is also true, but then again, I only tried to explain my general...
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    Thank you for your quick answer, but transform...

    Thank you for your quick answer, but transform feedback is not what I need here. I tried to abstract my application a bit to formulate my needs most generally, but imagine the following: I render my...
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    Bind different-sized render targets

    Hello there,

    is there any way to draw to multiple render targets at once which have different sizes or number of samples? It has not been possible for years, but I hope I just missed some...
  18. Framebuffer incomplete depending on size

    Hello there,

    I am experiencing unexpected behavior (unexpected by me, that is) with multisampled render targets. Here's my current setup:

    Framebuffer with
    Color Attachment 0:
    GL_RGBA8...
  19. By the way, I am using a Geforce GTX 680, if this...

    By the way, I am using a Geforce GTX 680, if this is of any relevance. I've read that on previous cards, multisampling has been implemented as a combination of multisampling and supersampling,...
  20. GL_TEXTURE_2D_MULTISAMPLE with 1 sample vs. GL_TEXTURE_2D

    Hello everybody,

    I am currently switching an existing OpenGL renderer from regular 2D texture render targets to multisample textures. One requirement of this renderer is that anti-aliasing can be...
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    Re: Forward-compatible line drawing

    Thank you for your answer. As you noticed yourself, this is not really a problem I am having, I am just asking for different ways of what I could think of. If collecting all lines into a single...
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    Forward-compatible line drawing

    Hello everybody,

    what is the correct and most efficient way to draw single lines in a forward-compatible way? In my application, lines are only used for debugging purposes (i.e. to represent...
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