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Type: Posts; User: debonair

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  1. Replies
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    Could you please post your code.. However, if...

    Could you please post your code..
    However, if you are trying to avoid the seams, you can use seamless cubemap filtering.
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    Thanks a lot.!!

    Thanks a lot.!!
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    GL_CLAMP_TO_EDGE vs GL_SEAMLESS_CUBEMAP

    Can we say that output of GL_CLAMP_TO_EDGE and GL_SEAMLESS_CUBEMAP will be the same?
    What is difference between two in cubemap textures?
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    Thanks for your reply. And how does...

    Thanks for your reply.

    And how does multisampled textures work?
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    Thanks for your reply..!! I am still...

    Thanks for your reply..!!



    I am still confused with depth and stencil values, you said fragment shader is executed per sample so depth and stencil values will be calculated per sample of a...
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    Multisampling in pipeline

    In multisampling, during rasterization there are more than one sample points in each pixel and sample points are decided which constitutes the primitive.

    which attributes are same for each sample...
  7. Thread: Depth Test

    by debonair
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    I almost forgot that one. Thanks for your inputs.

    I almost forgot that one. Thanks for your inputs.
  8. Thread: Depth Test

    by debonair
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    390

    I am trying to figure out the difference in the...

    I am trying to figure out the difference in the performance of painter's algorithm and z-buffer algorithm. In the first one, pipeline is execute till the end for each fragment while for the second...
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    Use case for resident textures

    I just came across the resident textures but I did not get how to use them. Why do we have this extension, is it for performance improvement? As we can check before using them if they are resident,...
  10. Thread: Depth Test

    by debonair
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    Depth Test

    Painters algorithm is inefficient because " It simply paint the background objects first and then paint the near objects over the top of them. This may use a trivial amount of paint on the canvas...
  11. and what about integer textures? when do we need...

    and what about integer textures? when do we need those specifically?
  12. what is need of integer and SNORM textures

    What is the advantage or need of integer and SNORM textures? when do we use (-1,0) range for textures? Any example where we need specifically integer or SNORM textures?
  13. You can retrieve modelview matrix by glGet() and...

    You can retrieve modelview matrix by glGet() and then multiply it with vertex coordinates. Dont forget that matrix will be coloumn major.
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    ray tracing with sphere

    I am doing ray tracing with sphere. When we solve quadratic equation and get two roots then which value we need to take? My understanding is that we need to take smallest value. But with that i get...
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    glBufferSubData vs glMapBuffer

    I have code in which i am rendering for thousands of frames, and in each frame I am updating vertex data. In this case which would be the best way to update buffer data? which one is faster and how?
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    No, I mean for RGBA textures, we can average the...

    No, I mean for RGBA textures, we can average the color values for all the samples. But is it the good way in case of depth textures?
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    Thanks a lot, very nicely explained.

    Thanks a lot, very nicely explained.
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    Are you saying that canonical volume[-1,1] is not...

    Are you saying that canonical volume[-1,1] is not result of multiplication with projection matrix?
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    I am sorry I am still not clear about it. I did...

    I am sorry I am still not clear about it. I did not get the cache coherence point here. Exactly what gets cached here and how it helps for smaller objects?
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    Multisampled textures

    Which operations can be effective in fragment shader for multisampled depth textures? I mean, for RGBA textures, we could just take average of color values came from texelFetch().

    What should be...
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    Why mipmapping is needed?

    Mipmapping is used to remove the visual artifacts so that we get better quality picture and it is minification filter. Apart from this, why mipmapping is needed?
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    Doubt in Graphics pipeline

    In graphics pipeline after vertex shader comes, primitive assembly-> Clipping to view frustum-> normalized device coordinates -> viewport transformation.

    Now in vertex shader we multiply object...
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    Thank you for your reply. Issue solved. Very...

    Thank you for your reply. Issue solved.

    Very basic doubt, what should be the state of depth test when blending?
  24. Thread: Bump mapping

    by debonair
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    Bump mapping

    I am trying to implement bump mapping with mulitexturing and normals are taken from texture color values (normal texture) to the light equation. Now when I rotate my camera over the surface of that...
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    I guess I am missing something here. I am drawing...

    I guess I am missing something here. I am drawing furthest to nearest, when I rotate my camera and go in front of furthest object so that nearest object would be on the back I can see nearest object...
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