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  1. See this (http://i.imgur.com/HYh8KTV.png)slide...

    See this slide from nvidia. It should give you a rough idea. It's from the Beyond Porting presentation.
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    Never ever use sleep in a game loop. Sleep...

    Never ever use sleep in a game loop. Sleep guarantees a minimum time to sleep for, nu a strict limit. See this.
    Also, variable dt based game loops will always cause issues, especially with OpenGL...
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    The data you are uploading into the UBO is fine,...

    The data you are uploading into the UBO is fine, it's just that you can upload more of it at a time and get a huge bump in performance. This isn't a trivial task if you never attempted it before, so...
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    As mhagain said, try to cache the current shape...

    As mhagain said, try to cache the current shape instead of requesting it every single time. I assume your classes have all sorts of abstractions in place, so you are performing a hell of a lot of...
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    Yes, but specifying an unsupported value for a...

    Yes, but specifying an unsupported value for a specific format would surely throw an error, right? Multisampling seems solid enough to at least tell you when you specify an invalid count. Or would...
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    That should throw an GL_INVALID_VALUE...

    That should throw an GL_INVALID_VALUE error (and an GL_INVALID_OPERATION if it's not supported by the format) upon creating the storage.

    I'm actually curios about arekkusu's comment. In what...
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    If you have all of your sprites, why not store...

    If you have all of your sprites, why not store all the "alive" bugs in a vector somewhere. When you fire a bullet, keep track of it and its up-to-date bounds.
    Each animation frame, just loop over...
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    Yes. Avoid calculating all of that stuff...

    Yes.
    Avoid calculating all of that stuff multiple times if the result is always the same and your RAM allows it.
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    I assume the RBO is used by a FBO, so maybe a...

    I assume the RBO is used by a FBO, so maybe a glGet with GL_SAMPLES with the FBO bound might work?

    L.E.: @remdul, you are correct, sorry. Haven't used RBOs in a while. The docs say that it should...
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    I don't think any tutorial's main concern is...

    I don't think any tutorial's main concern is efficiency as much as readability. Add animations into the mix, which are math intensive and it becomes really hard to have both easy to read code and...
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    True, I wasn't expecting him to actually start...

    True, I wasn't expecting him to actually start doing all of that immediately (hence the "Or even better"), just spreading the word. Even a simple "uniform mat4 transforms[MAX_WHATEVER]; uniform int...
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    Now add multiple, different nodes, each with...

    Now add multiple, different nodes, each with their unique animations all in view. Won't be pretty.
    I highly recommend taking a look at Scott's assimp animation importer. Hes approach is to...
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    OK, for your debug post: Me, and I assume most...

    OK, for your debug post:
    Me, and I assume most users that still post around here, either haven't touched an OpenGL tutorial in a long time, so we have no idea what OGL's code is all about or how...
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    There's an example in the Wiki: "Similarly, when...

    There's an example in the Wiki: "Similarly, when uploading texel data to the cubemap array, the parameters that represent the Z component are layer-faces. So if you want to upload to the positive Z...
  15. A line by line explanation will not be of any use...

    A line by line explanation will not be of any use to you if you can't understand that basic chunk of code. I assume you're just starting out with programing and lack OOP concepts. It has nothing to...
  16. Hint: There's a famous expression floating...

    Hint: There's a famous expression floating everywhere: "OpenGL is a huge state machine".
    Answer: You are modifying your modelview matrix with translate, but not resetting it every frame. So your...
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    Or even better, create a buffer that contains the...

    Or even better, create a buffer that contains the transforms for all of your meshes and select the appropriate one in the shader. Update as needed with the highest performing method you have...
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    After looking at assimp's documentation, it's...

    After looking at assimp's documentation, it's coded to only load one XYZ.md5anim file corresponding to the XYZ.md5mesh file. However, nothing's stopping you from manually loading all of the animation...
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    I initially missed his other post where he...

    I initially missed his other post where he attempted exactly what you described:
    showthread.php/186165-Changing-Camera-Position?p=1266051&viewfull=1#post1266051
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    If it helps, I just preload all of them when I...

    If it helps, I just preload all of them when I load my models. I'm using a convention of "one assimp scene <-> one model (with multiple meshes)" so all of the animations belong to a single model...
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    Because maths get in the way

    Because maths get in the way
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    Well, first of all, you should stop using the...

    Well, first of all, you should stop using the fixed function pipeline as anything you'll learn from it will be pretty outdated from the start. gluLookAt being a fine example.
    With that said, you...
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    ... is a perfectly valid answer. What are...

    ... is a perfectly valid answer.


    What are you having difficulties with?
    Drawing the planes and positioning them?
  24. GLFW + GLEW_MX + multithreading OpenGL

    There is a way to use multiple contexts with GLFW.

    Make a second invisible window that has the main window as the parent (the last parameter is for list sharing)
    E.g.: GLUtil::_loaderWindow =...
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    Hi! Check out Jan's extremely useful GLIM...

    Hi!

    Check out Jan's extremely useful GLIM library (search for Immediate Mode for OpenGL 3.0 here on the forum ).

    Been using it for over 2 years to render debug primitives. Adapting it for 3.3+...
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