Home
Developers
Conformance
Membership
News
Events
Register
Help
Remember Me?
Khronos Forums
New Posts
FAQ
Calendar
Community
Member List
Forum Actions
Mark Forums Read
Quick Links
Today's Posts
View Site Leaders
Khronos Slack
WebGL Support
Advanced Search
Member List
StonesThrow
If this is your first visit, be sure to check out the
FAQ
by clicking the link above. You may have to
register
before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
StonesThrow
Junior Member
Newbie
Find latest posts
Find latest started threads
Mini Statistics
Join Date
02-04-2012
Last Activity
11-28-2018
05:08 PM
Recent Visitors
The last 1 visitor(s) to this page were:
khronos
This page has had
8,276
visits
Tab Content
StonesThrow's Activity
About Me
Tab Content
All
StonesThrow
Friends
Photos
New Activity (
)
Please reload this page to view the 200+ new activity items that have been created.
Older Activity
02-05-2019,
06:49 AM
Dark Photon replied to a thread
More flexible DrawElementsInstanced()
in
OpenGL: Advanced Coding
Good catch on that last one. Definitely ambiguous behavior and worthy of a spec bug report.
see more
6 replies | 603 view(s)
02-04-2019,
08:11 PM
Dark Photon replied to a thread
Comparison Compute Shader - Other Strategies
in
OpenGL: Basic Coding
Without details on a specific technique, we can only guess. Best guess: Memory access patterns. One pro for 2D or 3D textures vs. SSBOs is...
see more
5 replies | 413 view(s)
02-04-2019,
07:57 PM
Dark Photon replied to a thread
Does the latest driver of Intel GMA 3150 supports OpenGL 2.x in Windows?
in
OpenGL: Drivers
Your best option may be the mesa-users mailing list. Also, read this page. Depending on how those emulators were built, you might try copying...
see more
6 replies | 2956 view(s)
02-04-2019,
07:31 PM
Dark Photon replied to a thread
More flexible DrawElementsInstanced()
in
OpenGL: Advanced Coding
One minor point (check me on this). With Indirect draw calls, I'm pretty sure that the indirect parameter is always a buffer offset. That is (in...
see more
6 replies | 603 view(s)
02-04-2019,
06:37 AM
Dark Photon replied to a thread
How to update OpenGL on Windows XP
in
OpenGL: Windows
Websearch. Or post your GPU make/model here and we might be able to help you out. Here are a few OpenGL capability databases that you might check...
see more
5 replies | 724 view(s)
02-03-2019,
07:54 AM
Dark Photon replied to a thread
How to update OpenGL on Windows XP
in
OpenGL: Windows
See Getting Started for GPU driver download links. XP is very old now. You may or may not even be able to get graphics drivers at this point. ...
see more
5 replies | 724 view(s)
02-02-2019,
07:27 PM
Dark Photon replied to a thread
Freeglut -> VSync Problem
in
OpenGL: Basic Coding
Great! wglSwapIntervalEXT (1) but that's the default. As you found out though, the driver control panel can completely override what the...
see more
4 replies | 377 view(s)
02-02-2019,
04:25 PM
Dark Photon replied to a thread
Alternate the Triangles every Consequtive Row.
in
OpenGL: Basic Coding
There shouldn't be an appearance difference (if done properly). It's a performance thing.
see more
3 replies | 226 view(s)
02-02-2019,
04:02 PM
Dark Photon replied to a thread
Freeglut -> VSync Problem
in
OpenGL: Basic Coding
Do you see screen tearing? Are you calling glutInitDisplayMode with GLUT_DOUBLE before calling glutCreateWindow (creates a double-buffered render...
see more
4 replies | 377 view(s)
02-02-2019,
03:35 PM
Dark Photon replied to a thread
Help Coverting Glew Grid to Glad Grid.
in
OpenGL: Basic Coding
Yes. It's in the spec. OpenGL 3.0 deprecated a bunch of the old stuff. OpenGL 3.1 split the spec into two versions (and GL context types): core and...
see more
10 replies | 311 view(s)
02-02-2019,
03:13 PM
Dark Photon replied to a thread
Alternate the Triangles every Consequtive Row.
in
OpenGL: Basic Coding
Could be to increase the Vertex Transform cache reuse, particularly if indexed triangles are being used here. (Translation: To reduce the number of...
see more
3 replies | 226 view(s)
02-02-2019,
07:36 AM
Dark Photon replied to a thread
Help Coverting Glew Grid to Glad Grid.
in
OpenGL: Basic Coding
It's fine, but look at it as "training wheels". It makes it easier to get something going without understanding as much of what's going on. But in...
see more
10 replies | 311 view(s)
02-01-2019,
05:30 PM
Dark Photon replied to a thread
Occlusion Culling using HiZ test: optimization question.
in
OpenGL: Basic Coding
For us to be able to help you, you need to describe a more detail how your frustum culling pass and draw pass are intended to work. One way to do...
see more
10 replies | 372 view(s)
01-30-2019,
09:18 AM
Dark Photon started a thread
Pointers for GLSL
in
OpenGL: Advanced Coding
Slick. GLSL/SPIR-V/Vulkan pointer support in shaders: Pointer support in Vulkan shaders (Tobias Hector) Task list for...
see more
0 replies | 154 view(s)
01-29-2019,
05:56 PM
Dark Photon replied to a thread
A question concerning OpenGL with Intel/Nvidia Win10-notebook
in
OpenGL: Drivers
Does your laptop have Optimus? If so, have you owned a laptop with Optimus before? With this type of laptop, the Intel GPU always owns and...
see more
2 replies | 172 view(s)
01-28-2019,
07:05 AM
Dark Photon replied to a thread
multidrawArraysindirect, cast several ranges in a single call
in
OpenGL: Basic Coding
There seems to be some unstated assumption behind your question. We need to get that stated here. You said you are CPU culling so that the draws...
see more
3 replies | 137 view(s)
01-27-2019,
08:02 PM
Dark Photon replied to a thread
Occlusion Culling using HiZ test: optimization question.
in
OpenGL: Basic Coding
Occlusion queries with Conditional Rendering would work, but might not perform as well as you'd like for thousands of objects. Let me ask you...
see more
10 replies | 372 view(s)
01-26-2019,
07:24 AM
Dark Photon replied to a thread
Is that possible to make graphics with OpenGL that works without OS ?
in
OpenGL: User Software
The general sequence of control (and screens you typically see) when you boot a PC from a local disk is: BIOS (and Device ROMs) -> Boot loader(s)...
see more
2 replies | 346 view(s)
01-25-2019,
06:37 AM
Dark Photon replied to a thread
Questions about minimizing draw calls and rendering system design in generally
in
OpenGL: Basic Coding
First, the goal is really about meeting some performance target, not minimizing draw calls. What is your performance target? Where are you now...
see more
1 replies | 118 view(s)
01-25-2019,
06:06 AM
Dark Photon replied to a thread
Occlusion Culling using HiZ test: optimization question.
in
OpenGL: Basic Coding
That's what Occlusion queries are for. There are other ways, but this is probably the simplest.
see more
10 replies | 372 view(s)
01-22-2019,
07:38 PM
Dark Photon replied to a thread
GPU vertex dispatch for MultiDrawIndirect and/or Instanced draw calls
in
OpenGL: Advanced Coding
Thanks Alfonse! Great info, and a pretty strong argument that MDI draws aren't packed into shared thread groups. Doing more reading up on this...
see more
2 replies | 247 view(s)
01-22-2019,
03:18 PM
Dark Photon started a thread
GPU vertex dispatch for MultiDrawIndirect and/or Instanced draw calls
in
OpenGL: Advanced Coding
Doing some reading, I see indications (but not outright statements) in GPU vendor documentation that GPUs do not pack: vertices across...
see more
2 replies | 247 view(s)
More Activity
No More Results
No Recent Activity
About StonesThrow
Basic Information
Statistics
Total Posts
Total Posts
7
Posts Per Day
0.00
General Information
Last Activity
11-28-2018
05:08 PM
Join Date
02-04-2012
Referrals
0