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Found 3 results

  1. On stackoverflow, I asked the same question I'm about to ask now. There are commentaries on the question that gives information. What are the differences between OpenMP, OpenACC, OpenCL, SIMD, and MIMD? Also, in which cases each library is more suited for? What I currently know : OpenCL and CUDA are for GPU programming. They take advantage of the fact that GPUs have a lot of cores. CUDA is proprietary to NVIDIA and only works on its GPUs, whilst OpenCL is multiplatform. OpenMP is for CPU wise parallelism. OpenACC also seems to be for CPU task parallelism. SIMD is for executing an operation on multiple cores (CPU only?). MIMD seems to be for executing multiple operations on multiple cores (CPU only?). What I aim to learn here is which libraries are best suited for optimizing an algorithm on the CPU & GPU. Hopefully, I would like to use only one library to do both.
  2. Well i found out Here what's the problem and how to solve it (Something about world coordinates and object coordinates) but i can't understand how ti works. Can you show me some examples in code on how you implement this??? Scaling Matrix: m_Impl->scale = glm::mat4(1.0f); m_Impl->scale = glm::scale(m_Impl->scale, glm::vec3(width, height, 0)); Verticies: //Verticies. float verticies[] = { //Positions. //Texture Coordinates. 1.0f, 1.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f, 0.0f, 2.0f, 2.0f, 1.0f, 1.0f, 1.0f, 2.0f, 0.0f, 1.0f }; Rendering: //Projection Matrix. glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f); //Set the uniform. material->program->setUniformMat4f("u_MVP", proj * model); //model is the scale matrix from the previous code. //Draw. glDrawElements(GL_TRIANGLES, material->ibo->GetCount(), GL_UNSIGNED_INT, NULL); Shader: #shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 texCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP*aPos; texCoord = aTexCoord; } #shader fragment #version 330 core out vec4 colors; in vec2 texCoord; uniform sampler2D u_Texture; void main() { colors = texture(u_Texture, texCoord); } Before Scaling (It's down there on the bottom left corner as a dot). After Scaling Problem: Why does the position also changes?? If you see my Verticies, the first position starts at 1.0f, 1.0f , so when i'm scaling it should stay at that position
  3. Hello, I'm making a graphical application for Mac OS. I've found several examples of how to create a context on Cocoa form, but all of them involve either NSOpenGlView, or custom view. The question is, is it possible to create a context directly on a window? I'm asking this mostly because of speed concerns, NSOpenGlView clearly renders to a buffer and then draws it on screen.
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