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About Tommato

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  1. Ola Crazy! Thanks.. I will try Stack Overflow.. Tom
  2. Tommato

    GstEncodingProfile for ApplePro Res 444

    Hehe, Thanks CrazyCdn!! GStreamer library is a Quicktime replacement Thanks a lot Tom
  3. Hi All, My application returns data for authentification in another thread. I use: auth = gst_rtsp_auth_new(); GstRTSPAuthClass* klass = GST_RTSP_AUTH_GET_CLASS(auth); klass->authenticate = authentificateAndAuthorizeAsync; ... gboolean authentificateAndAuthorizeAsync(GstRTSPAuth *auth, GstRTSPContext *ctx) { /*can send required answer in another thread*/ return true; } How can I use asynchronous authentification without blocking first thread. C++-tools like condition_variables and future/promise are not attractive, as far as they blocks first thread. Maybe GStreamer can handle it natively? Thanks!
  4. Hi All My task is to save app data to video using different codecs. The data source is appSrc in ARGB format. I've created GstEncodingProfile with following strings: video/quicktime // Container format video/x-prores, variant=(string)4444, width=(int)[ 16, 2147483647 ], height=(int)[ 16, 2147483647 ]) // Video format It doesn't work (favorite -4 "not negotiated" error). Trying different "variant" options I've found only "standdard" works, (QT player shows the created video is Apple ProRes 422). All other variant choices give error. Same time with command line I can save videotestsrc in 4444 just fine. What an I doing wrong? Thx
  5. Hi All I've read OpenGL Wiki and other resources, hope I've understood MSAA technique overview. But I can't figure out what are reasons to use it. If a multisampled context is created, then render itself takes care of AA, so why (or when) need to do same manually? Can you please explain cases when MSAA is better or/and faster? Thank you
  6. Tommato

    Mac hangs

    Hi All   I've a nasty bug: after 2-10 frames rendered my Mac hangs. It I do nothing it enters in "sleep mode" (as it should) and then I can "awake" it by pressing Esc. But nothing more: any keys presses  and mouse clicks has zero effect. The bug doesn't appear if I load Mac in "Safe mode". There is no crash, no any errors, system logs has only this   12/17/16 8:35:05.000 AM kernel: ** Device in slot: SLOT-1 ** 12/17/16 8:35:05.000 AM kernel: ** GPU Debug Info Start ** 12/17/16 8:35:05.000 AM kernel: 0x00009588 12/17/16 8:35:05.000 AM kernel: 0x000000d8 12/17/16 8:35:05.000 AM kernel: 0x00000001 12/17/16 8:35:05.000 AM kernel: 0x00000018 .... 12/17/16 9:16:25.000 AM kernel: 0x00000000 12/17/16 9:16:25.000 AM kernel: 0x00000002 12/17/16 9:16:25.000 AM kernel: 0x00003808 12/17/16 9:16:25.000 PM kernel: ** GPU Debug Info End ** 12/17/16 9:16:58.000 AM bootlog: BOOT_TIME 1481959018 0  // next boot   If I try to change my C++ or GLSL code, or change the scene - the hang disappears. Any idea how to get more info about what's wrong?   Thank you
  7. Hi All   I realize OpenGL draws a quad as 2 triangles with barycentric interpolation for each one. But it looks "not symmetric" (attach), that confuses users and produces unneeded questions. Is there a way to change this, or it's unavoidable?   Thank you
  8. Tommato

    Draw mixed geometry

    I'm testing with user's project 4.6 millions of polys, approx same vertices. 130 objects, a half of them have intensive triangles/quads mix.   Is there a way(s) to transform this "some" into something more concrete that I could use in runtime? For example (pseudocode)   if (SomeTest())     // use glMiltiDrawElements else  // rebuild indices   Th?
  9. Tommato

    Draw mixed geometry

    I've rebuilt my code to use glMultiDrawElements. This call looks appropriated but I see no any speedup - same fps as with multiply glDrawElements ;-( It was unexpected, I hoped one call should be faster than hundreds (sometimes even thousands).    So now I make a copy of "indices" and sort it, then pass the copy to VBO. It's twice faster although works well for static geometry only   Thx
  10. Tommato

    Attributes as arrays

    Thx for the detailed answer
  11. Hi All   Most probably it's a naive question but I can't find any answer. Can I use attribute as array (pseudocode)?   // vertex shader attribute vec4 pos; varying test; ... void main( void ) {  ...   test = pos[5];  ... }   Is it valid? If yes what is returned? A value from attribute start or from current vertex?   Thank you  
  12. Tommato

    Draw mixed geometry

    In my case it doesn't work well. I can't change topology as it's better for me/drawing, e.g. p?lygons should follow in their original order, they are used in many ways besides drawing. Creating another one indices (just for drawing) is often counter-productive because it can't be done once for example when a new geometry arrives at every frame   I meant "face offset" (not "vertex index"). It looks like   v0|v1v|2|v3|v4|v5|..............|vx|vx|vx|
  13. Tommato

    Draw mixed geometry

    Not every, example:   there are, say, 2 blue triangles, their indices start from 0. And there are another 3 blue triangles at indices 100. Now I use 2 calls glDrawElements to draw first 2 then second 3. How can I draw them with one call?   Thx
  14. Hi All   I'm looking for more appropriate API calls for:   - model can have different faces (with 1, 2, 3, or 4 vertices) - model can have different faces' colors - model can have different materials assigned by user to arbitrary set of polygons   Now I just call glDrawElements for each part/piece of drawing and sometimes it becomes much slower. Please suggest better solution(s)   Thank you
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