KumGame07

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About KumGame07

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  1. Hey guys, Recently I wrote a sample to calculate the time GPU spends to render things, and I just printed out the GPU frequency too in the code. Surprisingly, the frequecy I got were not matching the actual frequency of the GPU (which I know for sure). <code> D3D11_QUERY_DATA_TIMESTAMP_DISJOINT tsDisjoint context->GetData(disjointQuery, &tsDisjoint, sizeof(tsDisjoint), 0) print (tsDisjoint.Frequency) <!code> Isn't this 'tsDisjoint.Frequency' represented in Hz ? I think its not; if son, how can we convert this to Hz ? Regards, KumGame
  2. PIX commandline

    Hi All, I was wondering if we can pass command line arguments to PIX for image comparison. I need to compare all the images (with same names) from 2 different directories. Something like folder comparison. Is there some other toll which can do this task ? Regards, KumGame
  3. Hi All, So, currently I have to measure some performance data on my GL code.I wanted to measure time taken by the hardware to execute OpenGL operations (say drawcall). In the application if I query OS time, it does include the time spent in the driver layer (even OS) + time spent in the hardware to really perform the operation. As far as I know, OpenGL 3.3 has performance query, but OpenGL ES 2.0 has nothing similar to that. Any work around / approximation possible for this? Regards, KumGame
  4. Hi there, I have a basic doubt about GPU speed. Recently I happen to saw the spec of a graphics card (NVIDIA Geforce 9800 GT). It shows up 2 speeds in the spec. Graphics Clock (MHz) 600 MHz Processor Clock (MHz) 1500 MHz What are these 2 speeds ? Which one is the GPU's clock ?
  5. GL.BindTexture Borks

    How will you confirm that the texture ID "5" is not used for any other purpose (say a program ID or shader ID). The best way is to ask GL itself to give you an unused ID (using glGenTextures()). If you hate it for some reason (;)), just try with some higher value of ID (say 1000)
  6. OpenGL GLES2 on IPad

    This is really a $h!**y suggestion!! May be you have to generate separate shaders which do not have conditional branching. There will be hell-a-lot of combination of it. For eg: Shader with 1 DIR light Shader with 1 POINT light Shader with 1 POINT & 1 DIR light and so on... and so onnn..... So at the run time, CPU would decide which shader to call. About generating such shaders, you can write a script to generate all these combinations. Regrets :D, KumGame
  7. problem with GLSL and arrays

    float array[3] = {1.0, 2.0, 3.0}; This type of initialization is supported on some cards. I am using NVIDIA quadro card and its working fine. I have tested the same with ATI Radeon 4000 series mobility cards as well. However, I have faced problem with OpenGL ES. Such initialization is not allowed in ES. I was forced to ASSIGN values rather than initializing them.
  8. I think you have to use OpenVG for handling vector images. Or else you will have to use a covertor which will convert your vector data into OpenGL's format
  9. About depth texture

    I was using DEPTH_COMPONENT24_OES as the format :( I changed it to "SOMETHING" and it did the trick. Right now I am not in my place and I will post the code soon. About checking, I was doing glGetError(). Thanks a lot "HuntsMan" for replies.
  10. About depth texture

    Well, its not supported. I did not mention that I am working on OGLES. Depth texture creation fails for almost all possible combination of formats. I will have a check again on it.
  11. Guys, I have some problem with depth textures. The platform on which I am working does not support depth textures. However, FBO is supported on it. My question is, can we replace use render targets instead of using depth texture ? Maybe my question is not clear. So let me put some code to make it more clear. glBindTexture(GL_TEXTURE_2D, depthTexID); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, WIDTH, HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexID, 0); The above one is what not supported !! Can I use something like glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboId); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, WIDTH, HEIGHT); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboId); If so, how can I get the rendered depth info from the depth render buffer, rboId ?
  12. Blending a texture with geometry color will work only if the texture has alpha channel in it. If the texture's alpha is 1 always, I don't think that BLENDing is going to work out for you. However you can try blending the texture color with a constant color by setting the texture environment mode to GL_BLEND. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND ); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
  13. Hi Parmar You need to understand the VRML file format first. Then you gotta write a parser for that. Basically it works the same way with all 3D files irrespective of format. OpenGL does not bother about how you are going to load the data. I have not used VRML files till now but have used 3ds, obj, md2, md3 files. What I did was that read the entire file at once and use the data for rendering (you may have to consider time, if the model has to be animated !!) Hope this helps you.
  14. Framebuffer size

    I just wanted to know it out of my curiosity. It really doesn't matter for my work. Thanks all.
  15. Framebuffer size

    Thanks a lot for the reply Brother Bob. Now the confusion is whether the implementation uses one frame buffer per window or a common buffer for all the windows. Is there any way to know this ? It doesn't affect any of my current work or something. But I was just wondering about how will this be implemented!! Anyways, thanks again.