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Type: Posts; User: tdname

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  1. I don't think a second Context is a good choice...

    I don't think a second Context is a good choice because all sync operations are left to OpenGL/Driver and could be not a good way in some cases.
    I prefer to "waste" a bit of time and make small...
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    Texture data should be "allocated" with...

    Texture data should be "allocated" with glTexImage2D() at least one time (with right parameters) and already updated (using sync or async methods) on GPU before call glGenerateMipmap().

    So (sync...
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    Please check "glFrontFace()" function to set the...

    Please check "glFrontFace()" function to set the right value for your 3D Models
  4. Try GL_MAP_PERSISTENT_BIT with Immutable Storages...

    Try GL_MAP_PERSISTENT_BIT with Immutable Storages and not normal Buffers/PBOs. It should works.
  5. Normals are always needed in fragment shader, but...

    Normals are always needed in fragment shader, but you can compute them directly in GLSL (additional work done by shaders, for every vertex).
    Search on Google how to compute them in the best way in...
  6. I've found the solution after many and many...

    I've found the solution after many and many tries!
    Yes, it is possibile to entirely glMap() a GL_TEXTURE_BUFFERS and update its bytes directly without the issues which PBO have (mapped memory is not...
  7. Update GL_TEXTURE_BUFFER as PBO for texturing?

    I need to create a Texture (like GL_TEXTURE_2D) in which I can glMapBuffer directly to it and not passing by a PBO copy to it.

    When I execute...

    glBindTexture(tex1);...
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    glBlitFramebuffer() is queued, and you can query...

    glBlitFramebuffer() is queued, and you can query a Framebuffer Status with the appropriate function glCheckFramebufferStatus() before try to Bind() or Blit() it.
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    I'm not sure about your last sentence because...

    I'm not sure about your last sentence because GL_MAP_UNSYNCHRONIZED_BIT is designed to work within an environment that unmaps buffers after they're used, but the case discussed here supposes to leave...
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    I was just saying that I was using the same your...

    I was just saying that I was using the same your method, so I know something about that and I don't answer you just with theory ;)

    GL_MAP_UNSYNCHRONIZED_BIT is not safe without using multiple...
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    Please check your "vertexPosition_modelspace"...

    Please check your "vertexPosition_modelspace" generator in your application, something could be wrong in it!

    Here is my working Perspective matrix generator, I hope this helps you to compareit...
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    I'm already using your method from months but I'm...

    I'm already using your method from months but I'm not sure this method is REALLY thread-safe (even if it seems to work fine).
    Follow my thought:

    Main Thread : glMapBuffer/glMapBufferRange....
    ...
  13. Yeah, levels are mipmap levels. From the guide...

    Yeah, levels are mipmap levels.

    From the guide (http://www.opengl.org/sdk/docs/man4/xhtml/glTexStorage2D.xml): "glTexStorage2D specifies the storage requirements for all levels of a...
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    After PBO update why I need glTexImage2D?

    I try to understand why I need to "re-create/allocate" image texture after a PBO upload....

    Execution:


    glGenTextures()
    glBindTexture()
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0,...
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    I'm unable to tell you something like that....I...

    I'm unable to tell you something like that....I think anyone who knows something about programming should already known the answer.
    I think OpenGL programming is not for you...not yet IMHO.
    ...
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    I think it would be useful to read more lines of...

    I think it would be useful to read more lines of code, especially those concerning VBO/Array creation.

    Are you using VBOs? If yes: are you using interleaved vertices attributes...
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    Does this problem occurs even at FIRST function...

    Does this problem occurs even at FIRST function call or only after few/many of these calls? I'm asking this because if you pass ARRAY(s) by value (and not by reference, to a sub function which will...
  18. 1) In an OpenGL 3.3+ environment you can use...

    1) In an OpenGL 3.3+ environment you can use SamplerObjects and bind one or many of these to a single Texture. In this way you upload just one Texture and you can decide how to sample (in other words...
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    OpenGL 4.4 - glBindTextures

    OpenGL 4.4 comes with "glBindTextures(first, count, array_of_textures)" function to bind all textures at once, but in an OpenGL 3.3+ environment I need to assign a texture's unit to a specificed...
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    Double Buffering is active but VSync not due to...

    Double Buffering is active but VSync not due to test the framerate.
    I've implemented an option (with a checkbox) to enable or disable VSync before start my engine. I'm usual to disable it when I...
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    ARB_occlusion_query flickering when high FPS

    I'm using OpenGL 3.30 with Shaders (with HW instancing) but I've got a flickering effect on whole scene when I'm trying to execute occlusion queries during high framerates (usually > 100). More pfs I...
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    Texture Buffer Object (TBO) and Instancing

    I would like to use TBOs to store instances transformations to a special 1D samplerBuffer, and I successfully coded a test application for using this 1D samplerBuffer.
    At the moment I'm using one...
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    The binding is static/fixed but I need to call it...

    The binding is static/fixed but I need to call it at least one time to create their "relationship"....but when I should call it?
    Online I've found I need to bind Samples-to-Textures when I change...
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    Shaders and Texture func call overhead?

    I'm trying to well merge all separated parts I've developed and tested one by one separately.
    I'm in trouble during Rendering() pass. Deeply I need to "re-order" some functions call to avoid...
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    Thanks for the help! I didn't know the existence...

    Thanks for the help! I didn't know the existence of "buffer orphaning". If someone need more info I've founded this useful link to explain how it works:...
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