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Type: Posts; User: tksuoran

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  1. While you can use wide lines in core profile,...

    While you can use wide lines in core profile, they are still deprecated. If you create a context with forward compatibility, wide lines are not supported.

    Remember that forward compatibility...
  2. You can do wide lines with geometry shader. I...

    You can do wide lines with geometry shader. I experimented with this a while back - see http://neure.dy.fi/wideline.html

    I did not seek similar quality, but it should be possible to get pretty...
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    Arrange your vertices and indices to optimize...

    Arrange your vertices and indices to optimize vertex cache usage, for example see http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html. Remove degenerate primitives. If you need to...
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    "2.1 Execution model: ... each vertex is...

    "2.1 Execution model: ... each vertex is processed independently, in order, and in the same way"

    So yes, vertices will be exactly in order in the transform feedback buffer.
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    If you have sufficiently poorly built PC, you can...

    If you have sufficiently poorly built PC, you can overheat your GPU and kill it. My poor old HD 6450 died because I didn't have fans other than PSU.
  6. Have you tried with the non-DSA version of...

    Have you tried with the non-DSA version of TexStorage? Since the DSA version is not in the GL core, it is likely less tested.
  7. Check your texture filtering mode when rendering...

    Check your texture filtering mode when rendering the texture to a full screen quad. The default texture filtering modes use mipmaps, which you probably don't have. Make sure you have filtering modes...
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    Your code looks valid to me, after having look at...

    Your code looks valid to me, after having look at the DSA text. So it may indeed be a driver bug.

    Can you see if non-DSA version of TexStorage works?
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    The first code block is missing BindTexture. I...

    The first code block is missing BindTexture.

    I see you are using TextureStorage instead of TexStorage. TextureStorage is DSA version, using the non DSA version might have wider support (including...
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    You cannot use defines or constants because...

    You cannot use defines or constants because values of uniform locations are not constants. Each driver counts uniforms differently.

    Fastest is to call GetUniformLocation once, and store the value...
  11. You use glReadBuffer to choose the attachment...

    You use glReadBuffer to choose the attachment point which you read from. Each attachment point can only have one layer of the array bound.
  12. That is not what the latest spec says on...

    That is not what the latest spec says on multisample resolve. When doing multisample resolve, filter is ignored. For integer attachments, a single sample is selected when multisample resolve is...
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    http://www.opengl.org/registry/specs/ARB/shader_st...

    http://www.opengl.org/registry/specs/ARB/shader_stencil_export.txt
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    That might not be accurate: "While a vertex or...

    That might not be accurate:
    "While a vertex or tessellation evaluation shader will be executed at least once for each unique vertex specified by the application (vertex shaders) or generated by the...
  15. This is not required to be supported:9.4.3...

    This is not required to be supported:9.4.3 Required Framebuffer Formats: "However, when both depth and stencil attachments are present, implementations are only required to support framebuffer...
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    Simulating the actual process that creates burr...

    Simulating the actual process that creates burr could possibly create best results, but might be quite a challege. Alternatively, if you could get some sort of surface scans of real instances, you...
  17. Thread: Sky box issue

    by tksuoran
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    1,391

    Your transformation looks plausible for a sky...

    Your transformation looks plausible for a sky object: There is LoadIndentity, followed by some rotations (and commented out scale). What I don't see is a call to MatrixMode, so it would be possible...
  18. Thread: Sky box issue

    by tksuoran
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    1,391

    I am just guessing here, but I would suspect the...

    I am just guessing here, but I would suspect the transformation that you use for the sky object is not quite right.

    Try rendering the sky with some simple transformations. First try with identity...
  19. Thread: Sky box issue

    by tksuoran
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    1,391

    That would be unnecessarily complicated for a...

    That would be unnecessarily complicated for a skybox or skydome. To push anything to the far plane, simply use DepthRange(1, 1). Remember to return to normal DepthRange(0, 1) after you have rendered...
  20. Have you tried using TexStorage instead of...

    Have you tried using TexStorage instead of TexImage? And ClearBuffer* for clearing?
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    Buffer data may be kept in CPU memory or GPU...

    Buffer data may be kept in CPU memory or GPU memory or both. At least two things can affect this: The usage parameter passed to glBufferData, and how you actually use the buffer. I would say it is...
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    Edit: Before going to my original reply below,...

    Edit: Before going to my original reply below, lets talk briefly about the Hello example.

    - I would count "Hello" as a single object / draw call. What I call object can have unique transformation...
  23. Here are some hints: - Initially use...

    Here are some hints:

    - Initially use BufferData will NULL pointer once to specify data storage size, do this only once.
    - In your case you probably should use STREAM_DRAW usage.
    - Use fixed size...
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    Use glDrawBuffers () to tell which buffers to...

    Use glDrawBuffers () to tell which buffers to write to and not.
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    You can render unique color for each triangle (or...

    You can render unique color for each triangle (or vertex, if you want to select points) in each object. You will need to prepare a vertex attribute which will carry triangle ID color in each object,...
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