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Type: Posts; User: babis

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  1. Well, it's not really a proper depth buffer...

    Well, it's not really a proper depth buffer texture, just an R32F one. But that's really useful info as I might have tried to use such a texture later, thanks! :)
  2. Hmm thinking about it, I'm afraid I can't just do...

    Hmm thinking about it, I'm afraid I can't just do that... All sorts of synchronization misery can occur between the imageLoad call and imageStore. The only way it seems to be atomicAdd, which would...
  3. Compute Shader issue with calls to imageLoad() and subsequent ImageStore()

    So, I've got this weird situation. I have a compute shader that does scatter-writes to a texture. Shader code looks like:


    #version 430

    layout(local_size_x = 32, local_size_y = 32) in;...
  4. Well damn, you actually did solve it for me! ...

    Well damn, you actually did solve it for me!
    The problem was related to the texture array size
    I guess it didn't happen with the DXT1 arrays, as they occupy half the size (it would have if they...
  5. glFinish stall when using a lot of texture memory (caused by driver freeing up mem?)

    Here's a quick problem description:

    I am developing an application which uses a lot of GPU memory for texture data.
    I have a set of texture arrays (say 20 ) that I update each frame with data...
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    Re: Packing 3 Colour Channels Into 2

    But wouldn't this method end up being significantly slower due to the dependent texture lookups?
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    Re: Packing 3 Colour Channels Into 2

    You still have at least one option for this, though it's a bit heavy..

    if you have an unchangeable LINEAR filter, you could do this instead :

    - compute the 4 nearest exact texcoords (hitting...
  8. Re: Create a popup menu that doesn't stop animations

    IIRC try using glutPostRedisplay() at the end of your menu callback code.
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    Re: Help with deferred rendering lighting pass

    vec3 n = normalize( texture2D( normalMap, TexCoord).xyz * 2.0 - 1.0);
    This differs from the line in a previous shader in a previous post. Are you sure you're saving the normals right?

    Since you...
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    Re: Packing 3 Colour Channels Into 2

    I would totally agree. I actually used the packing at some point for the same thing : RGBA + depth in 4 channels. But, as said, the loss of bits *sucked*.

    So, just to clarify what dletozeun said :...
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    Re: Help with deferred rendering lighting pass

    If it turns with you and nothing is lit behind it, then probably it is still wrong :)

    Any more details / updates?
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    Re: Packing 3 Colour Channels Into 2

    Hope I didn't make any stupid mistake, here we go..



    vec2 toRGB565(in vec3 c)
    {
    // Convert from [0,1] to [0,31] - 32 possible values for
    // 5 bits (R & G components)
    ivec2...
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    Re: Packing 3 Colour Channels Into 2

    I'll post later when I'm home, it's not exactly THE solution you're' searching for, but using the above & the code you can figure out what you need to do. Or ask further questions :)

    You didn't...
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    Re: Packing 3 Colour Channels Into 2

    No prob,

    I guess then you have to emulate the bitshifts.

    k << x = k * (2^x)
    k >> x = trunc(k * (1 / (2^x)))

    Since you'll know x, you can compute these & have them as constants, so it's one...
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    Re: Packing 3 Colour Channels Into 2

    If your card supports supports bitwise operators, it's easy to make your own pack/unpack scheme using them, e.g. 565 for 2 8bit components, etc. If it doesn't, I don't know.

    Although you must do...
  16. Re: Deleting a framebuffer makes my application crash

    Before deleting, use some sanity check functions for your framebuffer to make sure that it's ok & fine.

    You can also use glIntercept to automatically track possible errors (just in case you use...
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    Re: Help with deferred rendering lighting pass

    To keep the light in world space, just pass it as a uniform, as is, not via glLight. But view space is a good idea anyway & simplifies some light computations later. But be consistent with the...
  18. Re: Sample MRT Texture and Write to its attachment?

    Better forget it,because most of the time the result is undefined. Just keep 2 copies of each RT you want to R/W, & ping-pong between them.
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    Re: Help with deferred rendering lighting pass

    Ok I read the shader code & it seems that you've messed up with the spaces.

    In the 1st pass, you store the normal in view space.
    In the second pass, you pass the light in view space, but compute...
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    Re: Help with deferred rendering lighting pass

    I didn't have time to read all of this. but a quick correction :

    You specify light poition on GL side, immediately after glLoadIdentity. That means before you do any camera transformation, right?...
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    Re: Max uniform matrix array size?

    Since the spec says about individual float values, and we know (?) that a single float becomes a vec4 anyway, I'd guess it's 4x that constant.

    That is, *if* the float->vec4 is also the case with...
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    Re: black blocks appearing out of nowhere

    ..Don't you just *hate* floating point errors? :mad:
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    Re: black blocks appearing out of nowhere

    Ok I found it.
    It was an arithmetic inaccuracy issue.

    my screen space normal was computed in the light pass as :


    vec3 n = vec3(gbuf_normal.x,gbuf_normal.y,
    sqrt(1.0 -...
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    Re: black blocks appearing out of nowhere

    Ok for the proof of concept :

    pic1: no post-proc other than a fullscreen directional light pass
    Some black points appear sometimes in line patterns (I've circles the areas of interest)
    ...
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    Re: black blocks appearing out of nowhere

    Come oon it's not that strange! it's just an overglowing HDR failure :D

    Disable texture mapping?? I don't think that's a viable manual debugging solution :)
    Hmm I think that you think that...
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