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Type: Posts; User: carsten neumann

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  1. Replies
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    I haven't tried myself, but I have a bit of a...

    I haven't tried myself, but I have a bit of a hard time believing there is not a typo that inverts the meaning in this sentence (also why 6 triangles?). At the very least transforming all these...
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    So, does that mean you are no longer getting GL...

    So, does that mean you are no longer getting GL errors from the code you posted? Do you get GL errors from the rest of your code? There are so many reason that could cause you to get a blank screen...
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    The 'levels' parameter to glTexStorage2D must be...

    The 'levels' parameter to glTexStorage2D must be at least 1, see errors section of the man page.
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    You draw two triangles that together fill the...

    You draw two triangles that together fill the screen.
  5. /* issue GL command */ cpu_timer.start();...

    /* issue GL command */
    cpu_timer.start();
    GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
    glWaitSync(fence, 0, GL_TIMEOUT_IGNORED); // or is glClientWaitSync more useful here?...
  6. Couldn't you at least approximate it by issuing a...

    Couldn't you at least approximate it by issuing a glFenceSync after the command and then do a glWaitSync()?
  7. QGLWidget (the class of 8Observer8's Scene class...

    QGLWidget (the class of 8Observer8's Scene class from) is supposed to take care of making the context current before calling paintGL and swapping buffers afterwards (unless explicitly disabled with...
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    Can I ask why you think it's important to know if...

    Can I ask why you think it's important to know if the program objects/pipeline objects are stored on the GPU? You can not influence it and have to trust the implementation to make the right decision...
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    I assume that means you have to repeatedly upload...

    I assume that means you have to repeatedly upload an updated texture whenever the terminator moves? In that case you essentially trade bandwidth over the PCIe bus for bandwidth on the graphics card....
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    The advantage of separate shader objects becomes...

    The advantage of separate shader objects becomes apparent when you have for a couple of vertex and fragment shaders that can be freely combined with each other - perhaps you have vertex shaders that...
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    Yes, but if your textures are static you are...

    Yes, but if your textures are static you are perhaps better off combining them just once on the CPU as you are doing now. The shader approach would mean that you upload the ground and cloud textures...
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    I'm afraid it isn't much clearer to me what...

    I'm afraid it isn't much clearer to me what exactly the issue is. I tried to outline the steps for using multiple textures above:



    This works pretty much the same as for one texture, only you...
  13. Take a look at glTextureView...

    Take a look at glTextureView.
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    I suspect you are not asking about the technical...

    I suspect you are not asking about the technical steps to allow you to sample from two textures in you fragment shader, but just in case:
    - bind texture A to texture unit 0, bind texture B to...
  15. Have you run this under a debugger to figure out...

    Have you run this under a debugger to figure out where it crashes?
    On possibility I can see after skimming the wrapper classes is that I don't think you have a VAO bound at the time you bind the...
  16. Hmm, I'd say the principle of 'avoid doing...

    Hmm, I'd say the principle of 'avoid doing unnecessary work' applies and boils down to:
    If you do not need the resources occupied by shaders/textures/buffer objects/whatever for something else and...
  17. Hmm, never used the accumulation buffer and I...

    Hmm, never used the accumulation buffer and I don't think it gets much use and love these days. There should be examples on the net that show how it can be used for motion blur.
    Examples how motion...
  18. Did you change the type of xpos as well?...

    Did you change the type of xpos as well? Otherwise you add a float (that probably is < 1) to an integer and store as integer, so that looses all the decimal digits.
  19. If you want to do it 'properly', your animation...

    If you want to do it 'properly', your animation should be made independent of the rendering speed. Right now every time you render an image the object is moved by a fixed amount, instead move the...
  20. Please use around source code to preserve...

    Please use
    around source code to preserve formatting, thanks!

    You are drawing the point at a fixed position (0, 0) instead of at the location you compute.
  21. Actually, I forgot one other important aspect:...

    Actually, I forgot one other important aspect: you need to disable depth buffer writes when rendering the background (or clear the depth buffer afterwards), otherwise the background might obscure...
  22. You should be more careful to put projection...

    You should be more careful to put projection related matrices on the projection matrix stack, e.g. enable glMatrixMode(GL_PROJECTION) before calling glOrtho() - currently this all just works by...
  23. Look at it like this: there are some parts of...

    Look at it like this: there are some parts of your scene that you want to render using an ortho projection and some that you want rendered with perspective projection. You'll have to switch from one...
  24. Hmm, I think you should first try to determine...

    Hmm, I think you should first try to determine where the performance problem comes from; do you need a lot more CPU or GPU time, do you consume more memory bandwidth on the GPU than before? Why are...
  25. Please see the full Forum Posting Guidelines for...

    Please see the full Forum Posting Guidelines for details.
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