1
vote
1answer
130 views

Should all primitives be GL_TRIANGLES in order to create large, unified batches?

Optimizing modern OpenGL relies on aggressive batching, which is done by calls like glMultiDrawElementsIndirect. Although glMultiDrawElementsIndirect can render a large number of different meshes, it ...
1
vote
0answers
74 views

Android: Hardware Scaler

I was reading through this: using-hardware-scaler-for-performance and am a little confused by it. It says all you need to do to invoke the scaler is to set it like so: surfaceView = new ...
2
votes
4answers
515 views

Why would you use software rendering over hardware rendering, today?

As opposed to CPU or software rendering I assume? Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X? Could someone give me some info here, can't ...
1
vote
1answer
116 views

opengl offscreen rendering in linux is slow [duplicate]

My opengl application runs at about 110 fps. The moment I add off-screen rendering, it slows down to 15 fps. I am using frame buffer objects and glReadPixels to render off-screen. I have searched on ...
3
votes
1answer
260 views

GPGPU physics & game logic

I'm wondering about gpu accelarated physics after reading about Erwin Coumans presentation on GPU accelerated physics: http://www.gdcvault.com/play/1018185/GPU-Rigid-Body-Rigid-Body (demo video here: ...
3
votes
1answer
254 views

Do GLSL 4.x subroutine variables cause any performance overhead?

There's not too much deep information about them on the web. How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially in ...
3
votes
1answer
224 views

How to do gpu batching?

I need to render two shapes with opengl (let's say a cube and a triangular prism) and one of them has texture and the other one has lightning fx. The thing I want to do is first draw texture and ...
7
votes
2answers
321 views

Must I worry about quad-based rendering in real world scenarios?

Most of the time in the first chapters of a random book about rasterization and rendering techniques, I find some phrases about a triangle-based rendering system and a quad-based one. I have never ...
3
votes
1answer
827 views

OpenGL FBO to OpenCV image

I am trying to figure out the best way to share an image between OpenGL and OpenCV libraries. I perform a render to texture on OpenGL, so I have and FBO/texture that then I want to pass it OpenCV, ...
2
votes
1answer
235 views

Graphic hardware texture formats shaders relational speed

I'm interested to know, is there a direct correlation to the speed that a shader will run based on the bit depth of a texture upon which it is running. For example: If I have a 2 bit stencil texture ...
8
votes
3answers
664 views

I would like to know how an OpenGL driver will be implemented to learn opengl internals?

I'm learning OpenGL and really like to know how the interaction with the Graphics card will be. I feel understanding how it was implemented in the Graphics driver, will let me know complete internals ...
0
votes
2answers
858 views

Graphics capabilities differences between mobile and desktop/console platforms?

I would like to better understand the difference in capabilities between mobile and desktop/console graphics? What exactly are the limitations of a mobile device? What kind of operations can a ...
1
vote
2answers
281 views

Different types of memories which a graphics card has

I've been googling this around and yet nothing showed up but some articles from middle ages which were talking about Gforce mx and ... . My question is just this: what are the different memories in a ...
3
votes
3answers
532 views

How to find the bottleneck of the graphical pipeline

I've been wondering about this issue for a while. How to find the bottleneck of the graphical pipeline. Recently I've been using a program to draw massive amount of polygons in a simple scene with ...
8
votes
5answers
1k views

Geometric Transformations on the CPU vs GPU

I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...