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  1. Two suggestions: 1) Sanity check your...

    Two suggestions:

    1) Sanity check your coordinate system math visually.

    That is, where you'd normally sample and apply your shadow map in your lighting pass, comment that out. Instead, take...
  2. I see. So gPosition is world-space, and LSMat...

    I see. So gPosition is world-space, and LSMat takes world-space to light's clip space. Given that, it sounds like your position transformation logic should be right.



    No. Same thing.


    ...
  3. It's your call. But if you name it based on the...

    It's your call. But if you name it based on the space it transforms you from and to, then ObjectToLightClip, WorldToLightClip, or EyeToLightClip would be good. I'd pick the one that reflects the...
  4. That's just because you're a new user on this...

    That's just because you're a new user on this site. Certain features including post pictures and URLs aren't allowed for new users until they've made a few posts. This is to prevent spammers from...
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    Joints are just coordinate frames (aka...

    Joints are just coordinate frames (aka frames-of-reference). Like all frames, they have an orientation for the axis vectors (a rotation) and an origin (a translation) defined relative to some parent...
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    Ok, let's make sure we're on the same page.. 1)...

    Ok, let's make sure we're on the same page..
    1) Is this a description of the positioning of joints in the "bind pose"?
    2) And each line provides the joint's "orientation transform" (O), positioning...
  7. Ok, put VAOs aside a second. They're confusing...

    Ok, put VAOs aside a second. They're confusing you. Let's just talk about vertex attributes and indices.

    These are all vertex attributes: vertex position (V), vertex normal (N), vertex texture...
  8. The more VBO binds you have, the more you're...

    The more VBO binds you have, the more you're going to want to use VAOs or NVidia bindless to reduce this bind overhead.

    On the other hand, if you stream everything into one big streaming VBO, in...
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    Do you have a skeletal animation system in-place?...

    Do you have a skeletal animation system in-place? What's often done here is called animation track blending. For some good intro reading, check out Chapter 11 of Jason Gregory's Game Engine...
  10. Thread: Quadro bug

    by Dark Photon
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    Interesting. Good find! Websearching that...

    Interesting. Good find! Websearching that option (out of curiosity) reveals quite a few posts recommending that folks flip their Quadros to that mode (or Visual Simulation) to solve performance...
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    GClements has already given you some good tips. ...

    GClements has already given you some good tips. Here are a few more.



    Or, more generally, the parent of the root joint is the OBJECT-SPACE in which the skeletally-animated model instance is...
  12. Thread: Quadro bug

    by Dark Photon
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    276

    That's pretty strange. Sure sounds like some...

    That's pretty strange. Sure sounds like some strange interaction between the NVidia Quadro driver and the network driver. Possibly the Quadro driver is disabling interrupts for too long, using too...
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    Sounds like you might be running with a core...

    Sounds like you might be running with a core context in GL 3.0+ which requires a non-zero VAO to be bound for some GL commands (a netsearch indicates the above error refers to the bound VAO. Might...
  14. Related?: *...

    Related?:
    * https://www.opengl.org/discussion_boards/showthread.php/198520-Issue-with-glDrawBuffers-when-setting-one-of-the-entries-to-GL_NONE?p=1282946&viewfull=1
  15. What GPU and Android device? Are there any other...

    What GPU and Android device? Are there any other GL or EGL errors being emitted? Be sure to check for success returns from egl calls such as eglSwapBuffers, eglMakeCurrent, etc.

    Are you...
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    Interesting. Especially that the texturing seems...

    Interesting. Especially that the texturing seems to be causing the issue.

    You might try drawing the points on an MSAA drawable with this:

    1) glEnable( GL_MULTISAMPLE );...
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    Apparently some nVidia Quadro GPUs support this...

    Apparently some nVidia Quadro GPUs support this over DisplayPort or Dual-link DVI. For details and code snippets to feed GL context setup, see:

    * 30-Bit Color Technology for NVIDIA Quadro
    ...
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    The deprecation was in the OpenGL 3.0 "Core"...

    The deprecation was in the OpenGL 3.0 "Core" spec, and the removal was in OpenGL 3.1 "Core" spec. However, all this is largely all still there in the OpenGL "Compatibility" spec. If you just...
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    Start with a draw loop that runs fast. ...

    Start with a draw loop that runs fast. Incrementally add until your performance is reduced.

    Alternatively, selectively disable things until your performance is good again.

    Or if you think your...
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    Is your system framebuffer double-buffered? If...

    Is your system framebuffer double-buffered? If so, you'll need to call wglSwapBuffers before you can see what you've drawn.
  21. In addition to what Hermannicus mentioned, see:...

    In addition to what Hermannicus mentioned, see:
    * https://www.opengl.org/sdk/docs/man/html/glDrawElements.xhtml

    0x0502 is GL_INVALID_OPERATION. Check the potential causes of that error listed on...
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    Please read the Forum Posting Guidelines...

    Please read the Forum Posting Guidelines. In particular: Posting source code and Before you post #6. I've also moved your post to the Beginners forum.

    Please note that this is an OpenGL...
  23. I'm puzzled. If you delete your EGL contexts,...

    I'm puzzled. If you delete your EGL contexts, why would you think the textures referenced by the contexts would survive?

    Moreover, why do you think you need to destroy your EGL contexts in the...
  24. Have you seen this same code produce different...

    Have you seen this same code produce different results on another device/GPU/GPU driver or on a desktop GPU (under a GLES emulator or native GLES driver support)?

    And out of curiosity, what...
  25. Perhaps I miss some salient point of your problem...

    Perhaps I miss some salient point of your problem here, but could depending on the number of points, you could rasterize these points as fragments and use the min/max blending logic of the hardware...
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