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  1. http://www.opengl.org/registry/specs/EXT/texture_c...

    http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt


    I just remembered that from making a list of texture formats. I actually never used compressed formats and can't tell you...
  2. To my knowledge nvidia blobs allow using the 0...

    To my knowledge nvidia blobs allow using the 0 VAO in core.
  3. The composition of textures/renderbuffers is...

    The composition of textures/renderbuffers is hidden in OpenGL and therefor you can not get raw access to it.
    A BufferTexture is not a renderable texture. Even if it was possible, your GPU would...
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    As far as I have read into it, there are 2 ways:...

    As far as I have read into it, there are 2 ways:
    - calculating your own log depth and writing it to gl_FragDepth, then a 16bit buffer already should give you really good results (But losing all...
  5. Do I need to care about seperate function pointers in seperate Contexts in Windows?

    The Question is simple: does any driver actually gives uses separate Function pointers when you use more then one OpenGL Context in Windows?
  6. glMatrixMode(GL_PROJECTION); glLoadIdentity();...

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0f, windowWidth, windowHeight, 0.0f, 0.0f, 1.0f);

    Note that the Y axis is switched so your Y0 is at the top of the screen and not...
  7. The documentations says "basic machine units" aka...

    The documentations says "basic machine units" aka bytes.
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    GLEW is designed with some very wrong assumptions...

    GLEW is designed with some very wrong assumptions and it doesn't seem that it will be fixed anytime soon.

    The problem you encountered is that GLEW only looks for the extensions string. But in core...
  9. There is GL_EXT_framebuffer_multisample...

    There is GL_EXT_framebuffer_multisample which builds on GL_EXT_framebuffer_object.
    I don't know the exact difference from this EXT versions to the newer ARB versions. But according to the specs they...
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    Yes you can directly write your depth value to...

    Yes you can directly write your depth value to gl_FragDepth in the fragment shader.
    But that will disable HyperZ/Hierarchical Z-Buffering. That should not be a performance problem if you create a...
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    You can just run a non core profile. I think...

    You can just run a non core profile. I think nvidia drivers will let you use a core profile without any VAOs. That is not standard conform but just there way to say "fuck VAOs".
    malexander already...
  12. Take a look at this for windows:...

    Take a look at this for windows:
    http://msdn.microsoft.com/en-us/library/windows/desktop/dd374390%28v=vs.85%29.aspx

    SDL2 also has support for shared OpenGL context. So you can use it or at last...
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    Seeing it in game like Crysis3, I actually like...

    Seeing it in game like Crysis3, I actually like 2xMSAA with SMAA. Its called SMAA T2.
    I also like the temporal AA that tesseract uses. (its free oss, so just test it)
  14. The only real difference I know about is the...

    The only real difference I know about is the buffer location. Meaning Vram or System Memory. (In case of APUs there is only System memory)
    Modern drivers most likely also ignore your usage hint...
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    Yes there is. Its called z-buffer or in OpenGL...

    Yes there is. Its called z-buffer or in OpenGL depth buffer

    Here for basic understanding: http://en.wikipedia.org/wiki/Z-buffering
    And here about the OpenGL variant:...
  16. OpenGL 3.2 brings everything you need to use...

    OpenGL 3.2 brings everything you need to use layered rendering. The geometry shader is core in 3.2. The rest you need is core in 3.0.
    You also could bind the layers separately onto the FBO. But...
  17. If you render the images, the most efficient way...

    If you render the images, the most efficient way would be to render directly into the 2d array. You just need a very simple geometry shader that sets gl_Layer​ via uniform value.
    Or you can use...
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    I think sfml (http://www.sfml-dev.org/) will do...

    I think sfml will do what you are looking for. Its a C++ library that manages a lot of basic stuff like window initiating/management, user input and also basic 2d drawing functions.
  19. GL_FLOAT_VEC3 is simply not a valid value for...

    GL_FLOAT_VEC3 is simply not a valid value for glVertexAttribPointer.

    You just have to converte the values you get from glGetActiveAttrib to values that glVertexAttribPointer takes.


    void...
  20. Thread: VAO in GL4.x?

    by Osbios
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    Apparently AMD drivers like VAOs way more then...

    Apparently AMD drivers like VAOs way more then nvidia. Nvidia goes so far to still support the 0 VAO even in core. But it seems I don't need to care about them anymore!

    According to valves report...
  21. One of the reasons I hate GL_ARB_buffer_storage...

    One of the reasons I hate GL_ARB_buffer_storage is that you can't specify the memory location except for the stupid hint.
    If you could it would be easy to use one system memory buffer, access it...
  22. Thread: VAO in GL4.x?

    by Osbios
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    VAO in GL4.x?

    So currently I try to get a overview of all the ways to input vertex data layouts. And I still don't know how much to use or avoid VAOs.
    Because I try to make a class with a unified interface. I...
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    Sharing contexts only works in the same process....

    Sharing contexts only works in the same process.

    See: http://msdn.microsoft.com/en-us/library/windows/desktop/dd374390%28v=vs.85%29.aspx
    Quote: "You can only share display lists with rendering...
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    1. If you compile a 64bit program you get all the...

    1. If you compile a 64bit program you get all the perks of a bigger address space. But 0.7GiB should not be a problem on 32bit.
    2. Note that buffers are server side but that does not mean they are...
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    Why using mapping and not glGetBufferSubData?...

    Why using mapping and not glGetBufferSubData? Mapping on AMD/NV suffers of app/driver thread synchronization.

    Or take a look at buffer storage with permanent mapping. I'm not sure, but I suspect...
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