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• ### Similar Content

• By lxjk
Hi guys,
There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
This method can be naturally extended to clustered light culling as well.
The following image shows the general ideas

Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test

I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!

Eric

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

# OpenGL NVidia and ATI standard inconsistencies?

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I've got some troubles making my (C++) OpenGL project to work on ATI cards. I've only got NVidia cards myself so it's rather difficult to track down the exact point of failure. So sorry for the lack of code samples.

I'm only using OpenGL 3.3 core features, VBOs and that whole kit of stuff. There's no problems on any NVidia card I've tested so far, which is about 5 different models of varying age, some laptops some desktops.
SDL1.2 for input, window handling and context creation.

I've tested on two ATI Radeon mobility cards and both failed to run my project properly.
The first one, Radeon HD 5650, starts my project alright and renders most things. I'm using a RUI8 texture and I'm attaching that to a framebuffer for direct rendering to it. This seems to be failing on this ATI card since the feature using it simply fails silently, while all other 'usual' GL rendering works fine. I'm using the RUI8 texture more or less as a bitmask. I am checking for FB completion and there are no other errors from GL.

The second ATI card, 7670M won't even pass the test for GL3.3, which I'm doing with GLEW, even though it's GL4.1 card!
 glewInit(); if( !GLEW_VERSION_3_3 ) { cout << "OpenGL v3.3 required."; exit(EXIT_FAILURE); } 
Goes without saying that all GL4.1 NVidia cards I've tested passed this.

I've tried searching for documented differences between these two manufacturers, but I've failed to find anything. Is NVidia more lenient so that my code perhaps shouldn't work in its current state according to the GL specs? Or is ATI patchy on less used features such as uint textures, at least on mobility/laptop cards? I do know that ATI is more strict with shader compilation, but my shaders are being compiled successfully on the ATI cards (I'm doing all checks).

Anyone encountered similar or any differences between NVidia and ATI regarding the standard core opengl 3.3?

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Yup, this happens. General rule of thumb is that NV accept things they shouldn't, ATI/AMD don't accept things they should, and Intel is bandit country. There are exceptions, of course, so that's a guideline rather than an absolute "way things are". (Worth nothing that things are getting gradually better with all 3 vendors too, but the lack of up to date GL conformance tests doesn't really help much.)

So, maybe you're doing something that violates spec but your NV is letting it happen, or maybe you're conformant but the AMD/ATI is incorrectly failing. It's difficult to tell, and I don't think that troubleshooting such a one-off incident is going to be of long-term benefit to you. You really need to get hold of an AMD/ATI machine for yourself, otherwise you're going to run into more such issues in future.

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Try something like gdebugger to see if it can detect any usage errors.