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    AMD OpenCL Programming User Guide...

    AMD OpenCL Programming User Guide (2013-12)

    See pg. 85 in the PDF (Section 5.3.1)
  2. #1 has nothing to do with OpenGL. This is pure...

    #1 has nothing to do with OpenGL. This is pure Windows Display API. The basic idea is you query all of the screens (Windows confusingly calls these "display adapters") attached to your desktop...
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    Thanks for clarifying that one! I definitely...

    Thanks for clarifying that one! I definitely missed that subtlety.

    So long as there are no restrictions on the internal formats, resolutions, MIPmaps, nor sampler parameters of the textures...
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    Other related posts: Opengl bindless...

    Other related posts:


    Opengl bindless support for SPIR-V #304
    Is it possible to use bindless textures in SPIR-V shaders on OpenGL 4.5?
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    Well, one reason is for folks thinking about...

    Well, one reason is for folks thinking about rewriting/extending their OpenGL-based apps or engine to support Vulkan.

    If this is a potential in their future dev plan, to make their lives easier...
  6. I would follow GClements' recommendation as it is...

    I would follow GClements' recommendation as it is both portable across GPU vendors and considerably more flexible (supports more attribute formats and packing permutations) than...
  7. Try: Twitter: https://twitter.com/aqnuep ...

    Try:

    Twitter: https://twitter.com/aqnuep
    Khronos Forums: https://forums.khronos.org/member.php/34410-aqnuep?

    Doesn't look like he's posted here for ~5 years, so I linked to his Twitter page...
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    Each frame: 1) clear the screen, and 2) draw two...

    Each frame: 1) clear the screen, and 2) draw two line strips instead of one.

    Since you're using the oold "immediate mode" way of registering vertices with OpenGL, put your glBegin()..glEnd() block...
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    Well, ignoring optimizations... Since you're...

    Well, ignoring optimizations...

    Since you're currently passing in one light to generate one sphere, the simplest thing to do is pass in an array of lights to generate N spheres.

    Alternatively,...
  10. Are you using selective emission from the...

    Are you using selective emission from the geometry shader in your Occluding pass to determine if/when to write out instance IDs? If so, then you need to ensure that your Drawing pass does not read...
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    Good catch on that last one. Definitely...

    Good catch on that last one. Definitely ambiguous behavior and worthy of a spec bug report.
  12. Without details on a specific technique, we can...

    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 improved performance: 1) writing to that memory using...
  13. Your best option may be the mesa-users mailing...

    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 the Mesa3D DLL (if there is one) in your emulator's...
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    One minor point (check me on this). With...

    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 this case), the array of structures is always pulled...
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    Websearch. Or post your GPU make/model here and...

    How to do that ?[/QUOTE]

    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 for your GPU:


    ...
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    See Getting Started...

    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.

    Before you start your driver quest, you might...
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    Great! wglSwapIntervalEXT (1) but...

    Great!



    wglSwapIntervalEXT (1)

    but that's the default. As you found out though, the driver control panel can completely override what the application is requesting, so that has to be set...
  18. There shouldn't be an appearance difference (if...

    There shouldn't be an appearance difference (if done properly). It's a performance thing.
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    Do you see screen tearing? Are you calling...

    Do you see screen tearing?
    Are you calling glutInitDisplayMode with GLUT_DOUBLE before calling glutCreateWindow (creates a double-buffered render target; see glutInitDisplayMode).
    Which Windows...
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    Yes. It's in the spec. OpenGL 3.0 deprecated a...

    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 compatibility. Core removes the old deprecated...
  21. Could be to increase the Vertex Transform cache...

    Could be to increase the Vertex Transform cache reuse, particularly if indexed triangles are being used here.
    (Translation: To reduce the number of vertex shader executions required to render the...
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    It's fine, but look at it as "training wheels". ...

    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 many cases, it limits your performance and/or your...
  23. For us to be able to help you, you need to...

    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 what you're talking about is to do a cull pass for...
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    Pointers for GLSL

    Slick. GLSL/SPIR-V/Vulkan pointer support in shaders:


    Pointer support in Vulkan shaders (Tobias Hector)
    Task list for VK_EXT_buffer_device_address release
    Add GL_EXT_buffer_reference...
  25. Does your laptop have Optimus...

    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 generates the video output (e.g. HDMI port). But when...
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