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  1. FINALLY figured this out. Posting here for other...

    FINALLY figured this out. Posting here for other unlucky bastards. This was a bug in the OSX OpenGL driver (big surprise, apple's year of awful software releases continues)

    Thank god for the...
  2. edit: still taking up a GB of memory compared to...

    edit: still taking up a GB of memory compared to 100 mb on cocoa. Despite trying GL_UNSIGNED_SHORT_5_6_5

    My cocoa app was doing
    glTexImage2D(_type, 0, GL_RGB, width, height, 0, GL_RGB,...
  3. It's definitely not from malloc or new as my...

    It's definitely not from malloc or new as my instruments (profiler) says most of the memory is in a special section called "gfx texture level". ARC is on and I'm very careful about memory usage in...
  4. Very very odd memory texture memory heap usage on OSX

    Something is going on that is making zero sense to me after over a week of investigation.

    I have two versions of the same graphics engine. One uses Objective-C and a GUI alongside OpenGL 3.2...
  5. very helpful. thanks!

    very helpful. thanks!
  6. GL_MULTISAMPLE performance implications against unsupporting rendering targets.

    Does anyone know if there's a performance penalty leaving GL_MULTISAMPLE enabled when switching (say via FBO) to a standard (non multisampled) rendering target?

    I'd rather avoid tons of little...
  7. This is an interesting idea. I'd be curious to...

    This is an interesting idea. I'd be curious to know myself.

    Have you tried using glDepthRange to limit the max Z ?
  8. OpenGL performance - is this about right?

    Been working on my graphics engine heavily over the past couple weeks to try to get my performance up. I wanted to post this screenshot including rendering statistics in the lower left hand corner to...
  9. Thanks for the tip, I think I'll go with...

    Thanks for the tip, I think I'll go with conditional rendering. I'm targeting only the Mac platform, specifically OpenGL 3.3 and higher

    One last question, what is the best method for rendering the...
  10. Occlusion query - use simple shaders and geometry or not?

    Way back in the day I used to use frustum culling and octrees to boost the performance of my 3D scene rendering. Nowadays I hope to accomplish this much easier with occlusion queries using...
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    Sticky: I was wondering if the "next generation" api will...

    I was wondering if the "next generation" api will hold any compatibility with GLSL shading language?
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    Sticky: I have a question regarding the new NG api. I...

    I have a question regarding the new NG api. I know the api itself will break backwards compatability but will this also be the case with GLSL? Will GLSL shaders still run on the new API?
  13. The point of shadow samplers vs regular samplers

    Shadow mapping is the last fronteir for me for modern GL techniques that I'd like to master. Can someone please explain to me why so many of the tutorials I find DON'T use sampler2DShadow

    Aren't...
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    To help others that may land here via google. ...

    To help others that may land here via google. The code below indeed provides the best looking thick lines I could come up with. They still flake out a tiny bit when the thickness gets super high...
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    Resurrecting this. There solution indeed isn't...

    Resurrecting this. There solution indeed isn't correct. Now the line thickness isn't done in screen space correctly and varies depending on the viewing angle.
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    that did it. Man, it was so simple. No idea why...

    that did it. Man, it was so simple. No idea why I didn't try that earlier! :doh:
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    That must be whats happening. I think I tried...

    That must be whats happening. I think I tried that but coudln't get the thickness to work anymore cause it wasn't properly being done in screen space. Your solution looks a tad different though, so...
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    been looking at this for a few hours with...

    been looking at this for a few hours with absolutely no luck
    anyone??
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    Geom shader clipping issue - need help

    Hey guys.

    So I got wide lines /almost/ working in my core profile program. I followed the example here http://stackoverflow.com/questions/12758192/wide-lines-in-geometry-shader-behaves-oddly...
  20. interesting. I tried it the other day and I...

    interesting. I tried it the other day and I could've sworn that it wasn't working. Maybe lines > 1.0 + glsl version 150 won't work.

    Either way, I found these articles and I'm gonna use them to...
  21. Which goes back to my original argument, I...

    Which goes back to my original argument, I shouldn't have to break my back to get thick lines just because I want to support new GL features. In other words, imo, there is no good solution to...
  22. Can you elaborate? I'm targeting osx only where...

    Can you elaborate? I'm targeting osx only where I'm assuming 3.2 (and not higher, so I can't use geom shaders). Using compatability prevents me from being able to use shader language 150 isn't that...
  23. Smooth/think line rasterization in 3.2 core profile

    Hello

    Of all the deprecated features from 2.0 that I've been able to live with and mostly agree with, I got to say I strongly disagree with the decision to remove glLineWidth > 1.0 + smooth line...
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    I just realized that I can pre multiply the...

    I just realized that I can pre multiply the material color into each light on the host, effectively eliminating that whole block of code.
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    GLES 2 shader performance help

    Not sure why, hoping someone here with mobile shader experience can help. My performance boosts by 10-15 FPS when I remove this code. It must have something to do with iPad 2's GPU being a scalar...
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