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  1. Hi ! I have a drawing problem, display seems to be corrupted. The program is opengl es 3.0 running on iPhone. I have a file loader and it loaded data correctly before, but if you look at both attached images, the red, blue and green cubes aren't displayed correctly ( and only them). I haven't changed the source code of my loader, so I don't think it comes from it. I know however one thing, it is that vertices and indices ( and texture coordinates, and normals ) are raw pointers, and I think my problem is in relation to memory data/heap corruption because I didn't freed them before. The scenes were displayed correctly before and this problem came suddenly, without changing the source code for the loader and the opengl es class. What do you think about this problem ? Can you help me to solve it ?
  2. I am interested by the 1x1 version only, do you a better method than downsampling for getting the 1x1 texture ?
  3. The texWidth and texHeight are for the origin texture ( the biggest ) or for the downsampled texture ?
  4. So you mean the pixel shader would look like something like this : pixelOut = pixelIN ; ?
  5. Hello ! I have a texture in 4K resolution and I need to downsample this texture to get a 1x1 resulting texture. I know that there are intermediate downsamplings before getting to the 1x1 texture but how downsampling works and how do I have to code my pixel shader to downsample my texture ?
  6. Ok thanks ! I understand that gamma space is the space for LDR screens, but to what corresponds "linear space" ?
  7. Thanks for your advices But I have few questions : What do you mean by srgb to linearize ? What do you mean by linear space for lighting ? The third part between the parenthesises : "display go back to gammaspace srgb" And can you explain me what is the "rgb/rgb+1" in the phrase : "Apply tonemapping to compress the range back to 1 the simplest be "rgb/(rgb+1)" What is it used for ? ( for the prvious question)
  8. By HDR, I mean the technique used with directx or opengl to enhance colors beauty for 3D rendering. I heard that HDR stores colors much higher values than a 256 range, so you know can I get these values which at the origin are between 0.0 and 1.0 or 0 and 255 ?
  9. Hi ! Do you know a good article which explains how to make HDR ? ( on internet or in a book ) Especially, how have to be the colors values in the pass before the tone mapping pass.
  10. You are absolutly right ajmiles, I am releasing now in the rendering loop, and there is no problem now ! Thank you ! And thanks to the other ones ! It was only that 
  11. Thanks ! I am taking a look at your web site, I go back if I have any questions !
  12. Ok but when I see that a type of object "lives" 48 times for example, how can I know if it normal or not ? Or are they all supposed to be freed ?  If I am supposed to free them, how can I do if it is not inside the destructor ?
  13. I am trying to check with reportLiveObjects.
  14. Yes you are right, rather process size in memory, I am not allocating every frame, so it is not for that I don't understand   I don't have any errors but I have warnings, this is the end of my list :   D3D11 WARNING: Live Object at 0x03001974, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x03003F04, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300655C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x03008AEC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300B084, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300D614, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300FBAC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0301213C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x030146D4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x03016C64, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x030191FC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0301B78C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0301DD24, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x030202B4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live                         Object :    534 [ STATE_CREATION WARNING #0: UNKNOWN]   I also have memory leaks detected before the rendering loop, but apparently nothing which can cause increasing process size. I didn't pay attention to these warning before, so how can I find which variables are concerned by these warnings ?