Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


pcmaster

Member Since 13 Nov 2007
Offline Last Active Yesterday, 10:13 AM

Posts I've Made

In Topic: Ping pong blur WebGL

20 May 2015 - 01:32 AM

I'm no JavaScript expert either but I think the "scoped" t variable in the loop isn't scoped in JavaScript at all but lives in the scope of the function.

Could someone with JS knowledge affirm that the swap is fine?

Try a swap like this [rttFloatTexture2, rttFloatTexture] = [rttFloatTexture, rttFloatTexture2];

Also try an indexed array of textures and only swap the integer index to be extra sure that your problem isn't there (that it might copy the texture instance instead of the reference, etc).

 

But I feel I'm totally off here and the problem is something completely else smile.png

 

Maybe also try binding your vertex buffers, setting the viewport, etc, every time in the loop to rule out that it gets unbound or something...


In Topic: Ping pong blur WebGL

19 May 2015 - 09:45 AM

Hi, try calling checkError (if it's calling glGetError internally) after every single GL call. On first sight I can't see anything wrong (didn't try myself).


In Topic: GL3.3 Mixed FBO Resolutions Problem?

24 April 2014 - 06:40 AM

I wouldn't say supporting mixed resolutions is a good thing at all :) If you attach several RTs and one of them is smaller, the driver maybe has no idea that the smaller one isn't actually used and it goes conservative...

 

Sounds like correct behaviour to me, maybe correct me.


In Topic: Is SuperSampling really a bad choice when going deferred ?

31 March 2014 - 09:09 AM

You could do a custom adaptive SSAO as HW MSAA does. That is render into 2x2, 3x3 (ha!) or 4x4 bigger target (and perhaps a 1x1 target, too, for faster look-up? or just a custom "down-sampled" version?) and before doing any lighting, just identify blocks that need detailed lighting/shading... Performance won't be as good as with HW MSAA, of course :(


In Topic: data compression

24 February 2014 - 05:08 AM

I wonder what was OP smoking to start this thread :) He's just trolling... So many nice and relevant answers, just in vein :(


PARTNERS