2
votes
1answer
142 views

Would I perform one pass per effect in Deferred Shading?

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
6
votes
1answer
171 views

GLSL vertex shaders with movements vs vertex off the screen

If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on ...
3
votes
3answers
327 views

How do I cheaply place a watermark over what's rendered in OpenGL 3.0+?

I would like some insight about how to place an image with an alpha, and a certain amount of opacity, on the top of everything that is rendered. What's the cheapest way to do that? I use C++ with a ...
0
votes
1answer
143 views

Dynamically change shader syntax with the help of C++

I'm starting with the programmable pipeline and the shaders in C++ for OpenGL 3.0+, i would love to be able to change some settings on the fly, for example replacing a function with another function, ...
-2
votes
3answers
215 views

There is something like the BigO notation for the GPU world and the programmable pipeline?

I find difficult to study the performance of a shader or a series of statement probably because the OpenGL is a state machine and also the execution is in parallel and not serialized like a standard ...
0
votes
0answers
154 views

Using OpenCl to jiggle the Pipe

I've got the Idea to use OpenCL to program a simple Renderer. A clear contra is, that this approach won't benefit from the hardware as the functions on the device (I think). Would it be useful to do ...
3
votes
1answer
245 views

Looking for literature about graphics pipeline optimization

I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found ...