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godmodder

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  1. I guess it could, but rendering with an indirect context would be slow, no?
  2. Ok, Samoth. It seems I will have to use Vulkan for this then. Thank you for your help! If I figure out how to do it, I will post the solution here.   EDIT: just saw that my GTX970 exposes the required extensions here. Maybe my drivers are more recent?
  3.   The data is generated on the GPU, so getting it to system memory would be too slow.     Ok, I am confused now. This is possible with VK_external_memory in Vulkan right?
  4. I want to share texture data between different processes, which for legal reasons I cannot merge into one process. (It's stupid, but out of my control)   I know that in Vulkan I can do this with the VK_external_memory and VK_external_semaphore extensions, but I am not aware of how to do this in OpenGL. If I could interop between Vulkan and OpenGL, that would be fine, but I only found an extension GL_draw_vulkan_image. This means I can communicate from Vulkan to OpenGL, but not the other way around.   The problem is that my two processes are heavily dependent  on OpenGL, so porting them to Vulkan would be a pain.
  5. Hello,   I want to produce a texture in one OpenGL process and consume it (read-only) in another OpenGL process. The texture should remain on the GPU at all times. Ideally, I would want to share the texture, but from what I've read this isn't possible.   Another option would be to use NV_copy_image to copy the texture from one context to another, but still on the GPU. Would this work or is something like this simply not possible?   Thanks for helping me out!
  6. Ok, I was confused because I thought: how does it talk to the BIOS? Calling the BIOS requires 16-bit real mode, while the HAL runs in 32/64bit protected mode at all times. It turns out they actually wrote a 16-bit emulator in HAL.dll to deal with this :D   Though I still wonder whether they also deal with PIC/APIC stuff in the HAL. Are those things integrated into CPUs nowadays?
  7. Hi,   Lately I got interested in the architecture of operating systems. So, I was reading the book "Windows Internals" and I read some things about the hardware abstraction layer (HAL). I could not find an answer by googling to the following question: Does an OS contain motherboard-specific code?   To clarify: I know that an OS is very much dependent on CPU architecture. I can imagine running drivers for the motherboard chipset as well. But does the HAL really contain motherboard-specific code? Even for motherboards that run on the same chipset? (e.g. z97)     I would be really grateful if someone could clear this up.  
  8. Nice library name ;)
  9. That's so true. These days game companies need a lot more people and teams are orders of magnitude larger than in the old days. Only a small group of those will be true experts, but a lot of them can just be good. It has been my experience too that you can get a junior job these days without much expert experience. To give an example, none of my junior colleagues had even heard of template meta-programming :P
  10. If you have a great game, pitching it should not pose a problem. If your game sucks on the other hand, now that's a pitching challenge.
  11. Even if it were possible, do you even care to be respected by people who send you death threats over a Kickstarter project?
  12. Also, bear in mind there are plenty of materials for which fitting a Torrance-Sparrow won't give good results. For those difficult materials I almost always ended up approximating them with multiple isotropic or anisotropic gaussian lobes. Those have the advantage of analytical integration and convolution operations.
  13. 1. Windows 8.1 2. Primarily windows machines, but I don't do anything to break Mac/Linux 3. C++ / Visual studio 2013 Ultimate 4. Boost / Qt / OpenGL / GLEW / GLFW / ... 5. Graphics research code for my PhD and 3D engines as a hobby 6. Visual Studio can be slow sometimes, but it's a price I gladly pay for its convenience.
  14. You should take a look at Healpix if you want an equal-area division.
  15. Hi,   This is the method with 6 separate 3D textures:     And this is what I get with one big texture (or even 3 textures in which +X/-X  and -Y/Y   and -Z/Z fragments are merged)     This is what I get with some offset distance in the shader code:     As you can see, there is some improvement, but the artifacts never dissappear completely.