Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: aqnuep

Page 1 of 20 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    2
    Views
    1,244

    Yes, you should use fragment shader, especially...

    Yes, you should use fragment shader, especially because your target GPU doesn't support compute shaders (which could be an alternative).

    Your problem is that you use n*n fetches in your fragment...
  2. Replies
    5
    Views
    1,016

    The problem is with blending, not with fog. If...

    The problem is with blending, not with fog.
    If you blend multiple primitives on top of each other, then in most cases they will result in such undesired effects. I assume you use here multiplicative...
  3. The OpenGL SuperBible 6th Edition is still the...

    The OpenGL SuperBible 6th Edition is still the book you should be looking at. Yes, it's about OpenGL 4.3, however, that's pretty much the only good book I know about that explicitly talking about...
  4. Replies
    2
    Views
    603

    The blending equation looks as follows: ...

    The blending equation looks as follows:

    (srcColor * <srcFactor>) <op> (dstColor * <dstFactor>)

    Here srcColor is the fragment color, i.e. the color of what you are going to render, and dstColor...
  5. Replies
    2
    Views
    619

    Forward compatible contexts only allow a line...

    Forward compatible contexts only allow a line width of 1.
    However, core profile does allow wide lines if it's not a forward compatible context.
    Note that wide lines have been deprecated, but not...
  6. Replies
    3
    Views
    1,068

    A VAO is needed, because there is no default VAO...

    A VAO is needed, because there is no default VAO in core profile. While you don't use any vertex attributes when you do PVP, you might want to use an element array buffer for indexed primitives, and...
  7. That's difficult to answer....

    That's difficult to answer.
    FlushMappedBufferRange on a non-coherent persistent mapped buffer is unlikely to be an expensive call, but it depends on the granularity you flush on.

    It's better to...
  8. The memory doesn't always reside on the GPU,...

    The memory doesn't always reside on the GPU, sometimes it's a special system memory pool that is accessible to the GPU.
    The pointer you get is not always some temporary special memory that gets...
  9. Replies
    11
    Views
    2,403

    No, "level" specifies the mip level, as usual....

    No, "level" specifies the mip level, as usual. The Z direction, aka depth, zoffset, etc. are the ones that specify the layer.
  10. Replies
    4
    Views
    1,068

    You measure CPU time. That has little to do with...

    You measure CPU time. That has little to do with the time required for the GPU to render your stuff. You want to use ARB_timer_query to measure actual rendering time on the GPU.
  11. That's the thing. The instanced arrays are the...

    That's the thing. The instanced arrays are the "hacky", old-style solution. Why have a set of fixed function features instead of one that is fully programmable?
    Using texture buffers, uniform...
  12. You cannot do this using vertex attributes and...

    You cannot do this using vertex attributes and the features provided by ARB_instanced_arrays.
    However, you *can* do it (and way more) using ARB_draw_instanced and ARB_texture_buffer_object.
    ...
  13. Replies
    6
    Views
    1,970

    You only need a vertex shader, you don't need any...

    You only need a vertex shader, you don't need any VBOs in core profile. You can simply have your vertex shader generate the vertices of a quad, a point or even complex geometry just by using the...
  14. Replies
    4
    Views
    2,495

    Also, in order to get proper values returned from...

    Also, in order to get proper values returned from textureGather when using cube maps, make sure you have seamless cube map filtering enabled, otherwise you won't get the proper 2x2 neighborhood when...
  15. For this particular case you neither need...

    For this particular case you neither need coherent image, nor memoryBarrier. Here's why:

    - coherent is needed only if your other shader invocations might rely on the value written by your current...
  16. What you want to do should be doable. What...

    What you want to do should be doable. What graphics card do you use? Can you copy-paste some setup code? Did you properly use glMemoryBarrier to sync the atomic counter writes?

    Regarding what's...
  17. No, it is not. ARB_texture_view does not allow...

    No, it is not. ARB_texture_view does not allow you to "cast" an uncompressed texture to a compressed texture, only ARB_copy_image does allow it implicitly by allowing to copy between certain...
  18. Both discard and depth writes can potentially...

    Both discard and depth writes can potentially disable early tests (usually both depth and stencil), so what you see sounds reasonable. But actual behavior might vary based on the GPU you are using.
  19. AFAIK, NV_gpu_affinity is only applicable in the...

    AFAIK, NV_gpu_affinity is only applicable in the context of multiple NVIDIA GPUs, it has nothing to do with mixed vendor setups, like that of an integrated Intel + NVIDIA discrete GPU.
  20. Replies
    44
    Views
    15,884

    I think a moderator or admin should close this...

    I think a moderator or admin should close this topic.
  21. That's true, but it is also one of the main...

    That's true, but it is also one of the main points of inefficiencies when handling buffers, as the developer is simply unable to predict how expensive a mapping operation will be, as allocating a...
  22. noopnoop, I didn't know you are such a great...

    noopnoop, I didn't know you are such a great expert of OpenGL, so please enlighten me how your "scattered transform feedback" would interwork with different primitive types, features like...
  23. Replies
    5
    Views
    2,125

    Have you checked the value of...

    Have you checked the value of GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS using glGetIntegerv? If the returned value is zero it means your hardware doesn't support SBOs in the geometry shader stage.
  24. No, you are thinking too... non-sense. Transform...

    No, you are thinking too... non-sense. Transform feedback is what it is. It is not scattered write functionality. ARB_shader_image_load_store and ARB_shader_storage_buffer_object is scattered write...
  25. Somebody might have done something like that...

    Somebody might have done something like that already, but I would strongly suggest against them. Even if the binds/rebinds don't kill your performance, the glGets probably will.
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4