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About venkatdoss

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  1. Hi all,              I am using EGL partial update functionality in my application. Is there anyway to check or measure texture memory bandwidth.It will be really  helpful if any one can share code snippet to measure texure memory bandwidth.   Thanks in advance,
  2. GL Synchronization between process

    Thanks for reply.   If that is the case then how we can ensure that GPU commands issues from different process have finished or not.   Is any other solution.I need to trace all the GL calls in sequence,my application can be mutithreaded or multiprocess application.
  3. Dear Folks,           I am new  to glFence and glWaitsync commands.I looking for help in GL calls synchronization in multiprocess application.   I understood to use glFence and glWaitSync commands in multithread application.But my query is how we can    make use of these sychronization commands in mutiprocess application.Say, how process B will sync with object    created in Process A.   Thanks in Advance
  4. Hi folks,          Is there any way to identify the pattern stored in the buffer (say VBO) from the call glVertexAttribpointer.   Whether it has pattern of   1) Vertices+ Normal +Color                           (or)             2) Normal + Vertices + Color              (or)    3) Color + Vertices + Normal ...   Need this information to reply GL API sequence.   Regards, Venkatesh
  5. Dear All, Can anyone answer to above question.. please guide me .. am badly struck,dont know how to proceed.. 1) how i can create my pixmap using openGL ES 2.0 without X11 support.please provide me your ideas and suggestion 2) whether it is feasible if not why??? 3)What could be alternate solution to fix this issue.. Thanks in Advance,
  6. Dear All, I am here with some basic question,regarding EGL surface creation.Currenly i am working on the composition part but unfortunately my os (custom) doest have a support to create a pixmap.Sorry i am in basic level in terms of surface composition.Please let me know whether my approach is right??? [source] pixmap_ = XCreatePixmap( dpy, window, size_.width(), size_.height(), gwa.depth); [/source] But unfortunately the above call i cant use because i dont have X11 support. so could any one please guide me how to overcome this issue to create a pixmap through openGL ES 2.0.Right now my implementation for linux is as follows [source] pixmap_ = XCreatePixmap( dpy, window, size_.width(), size_.height(), gwa.depth); image_ = eglCreateImageKHR( edpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR, reinterpret_cast<void*>(pixmap_), NULL); glGenTextures(1, &texture_); GLint current_texture = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture); glBindTexture(GL_TEXTURE_2D, texture_); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image_); glBindTexture(GL_TEXTURE_2D, current_texture); [/source] So i am struck up with XCreatePixmap..please let me know how we can create pixmap through openGL ES 2.0 rather than depending on native calls.
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