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Type: Posts; User: remdul

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    Thanks for the advice, that gives me some...

    Thanks for the advice, that gives me some directions to explore.
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    Retrieving average 32F depth buffer value

    What's the (generally) best/fastest way to retrieve the average depth buffer value?

    My idea was to generate depth buffer texture mipmaps on the GPU, and read back the lowest (1x1) mipmap level...
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    Well I realized shortly after posting that the...

    Well I realized shortly after posting that the answer was right under my nose. The ATI2 format of course uses the same compression format for both channels, so the code is already there to do the...
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    Flipping ATI2/3DC/BC5/RGTC/LATC DXT blocks

    Some people prefer to vertically flip DDS images (without decompressing) in their texture loaders. There's code around (nv_dds.cpp) that does this for DXT1/DXT3/DXT5 but not for...
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    For example when rendering a glow over sun disk...

    For example when rendering a glow over sun disk in the sky, and gradually fading it when obscured. With MSAA enabled, the occlusion query result will be multiplied by the number of samples, which is...
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    @IonutCava: AFAIK that only works for the FB of...

    @IonutCava: AFAIK that only works for the FB of the GL context. glGet(GL_SAMPLES, ...) doesn't seem to work on bound RBO/FBOs.

    @Alfonse Reinheart: thanks! See comment by arekkusu as to why. IIRC...
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    How to query sample count of RBO

    Is there a way to query the number of samples of a RBO, that is, the number passed as the second argument to glRenderbufferStorageMultisample ?
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    Most relevant slides from the video: ...

    Most relevant slides from the video:

    http://www.bytehazard.com/_temp/astc_usecase.png

    The last slide was missing in the video (3D HDR), so I added it as it was described in the commentary.
    I...
  9. Even though I have fond memories attached to the...

    Even though I have fond memories attached to the name 'OpenGL', I also would not mind a fresh new name if it helps drawing back those who left for D3D over the years.
    Ultimately, I think anyone...
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    By the way, this video explains ASTC very well,...

    By the way, this video explains ASTC very well, and why it would (in theory) be better than other formats:

    https://www.youtube.com/watch?v=9oerz8SR9x8

    It has lots of interesting graphs!
    ...
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    ASTC on the desktop?

    I've been out of the loop for a while, so maybe I missed something...

    Does anyone know what the status is of ASTC support on desktop GL? Will it ever happen? It seems such a nice and flexible...
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    proper cube map texture mapping

    I've always found it annoying that the cube map texture coordinate arrangement works different than everything else in GL. This was done to match DirectX and RenderMan when it was first introduced....
  13. Bump. Anyone at nVidia read this? Remember,...

    Bump.

    Anyone at nVidia read this? Remember, this bug also affects Windows, not just the Linux driver...

    It would also be trivial to exploit this bug in WebGL, simply add a few iframes with...
  14. Found the thread on Gamedev.net where this bug...

    Found the thread on Gamedev.net where this bug was first reported:

    http://www.gamedev.net/topic/372744-glpolygonoffset-issue-with-forceware-7080xxx/
  15. NV freeze bug GL_MULTISAMPLE + glPolygonOffset still not fixed

    I just bumped into the following bug:

    Hardware: GeForce 8800 GT
    Driver version: 319.32
    OS: Linux-x86 (Linux Mint 13/Ubuntu 13)

    Behavior:
    1) have GL_MULTISAMPLE enabled
    2) render geometry...
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    Also remember that glReadPixels is not guaranteed...

    Also remember that glReadPixels is not guaranteed to return valid data if the frame buffer itself is (partially) off-screen or obscured by other windows. Only if you can see the region on your...
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    If you simply want to draw the skeleton of an...

    If you simply want to draw the skeleton of an animated character (e.g. for debugging purposes), calling glDisable(GL_DEPTH_TEST) before drawing the lines should be sufficient.

    If you desire proper...
  18. From your description it seems the frame buffer...

    From your description it seems the frame buffer contents is left in the client area (aka 'garbage')? Did you try refreshing/redrawing the window client area after GL destruction?

    If none of that...
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    Strictly speaking, "OpenGL" cannot crash a...

    Strictly speaking, "OpenGL" cannot crash a computer, but your graphics drivers can. Graphics drivers are an implementation of OpenGL created by NVidia, AMD/ATI, Intel etc. Depending on the quality of...
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    If I remember correctly, it is as simple as...

    If I remember correctly, it is as simple as computing the distance between the object and camera position, and scaling the object by that. You may need to tweak the default scale, and if the field of...
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    Re: Opengl - Loading .png images

    Avoid BMP, it is a pretty messy format. I would suggest TGA instead. It has a much cleaner structure, no problems with pixel padding/byte alignment, supports the same formats and more (paletted...
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    Re: Is there such thing as a GL view "database"?

    Wildfire Games has some statistics presented in an interesting way here: http://feedback.wildfiregames.com/report/opengl/

    IMO, it would be very helpful to have something similar hosted at...
  23. Re: Shadow Mapping work on Nvidia but not on Intel?

    Also remember to reset the texture depth compare parameter when rendering the depth texture for debugging purposes ("sampler2D"):

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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    Re: Getting list of frag data output names

    There's a freely available GLSL parsing library by 3DLabs, google for "GLSLValidate". However it is no longer updated (IIRC only supports up to GLSL1.x) but might be useful. I have used it before,...
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    Re: Performance improvement

    What thokra said, first determine what the bottleneck is (fill rate? data transfer? etc). The steep drop to ~2fps seems more like it falls to software rendering however.

    You may also see a...
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