248 reputation
29
bio website yuumei.co.uk
location England, United Kingdom
age 27
visits member for 2 years, 5 months
seen 3 hours ago

Hello >_>

有名ではありません。


Jul
3
comment glDeleteBuffers causing other objects not to draw
You are using glDeleteBuffers() on a vertex array object, you should use glDeleteVertexArrays(1, &vao);
Jul
3
answered Geometry design and buffers
May
31
comment glGetActiveAttrib on Android NDK
Why are you calling glDetachShader? You do not need to detach the shader from the program until/if you release your gl resources.
Dec
19
comment Deferred tiled shading, tile frusta calculation in OpenGL
Sorry, not enough space :). As for performance, you probably want to profile you application. I would imagine moving the lighting calculation to inside the if (inFrustum) test would help, as you avoid needing to write to memory, loop and read from memory to calculate the lighting.
Dec
19
awarded  Commentator
Dec
19
comment Deferred tiled shading, tile frusta calculation in OpenGL
I have a bit of experience of implementing light indexed rendering/deferred. As for the edges of the lights, you might want to take a look at imdoingitwrong.wordpress.com/2011/01/31/light-attenuation this lets you specify a threshold to cut off the lights with and gives you an equation to calculate the scale that you pass into the shader. As for near and far planes, I had a lot of trouble with light indexed. The best method I found was to do the entire screen for lights that intersect the near plane. As for the far plane, you might want to look up depth clamping (GL_ARB_depth_clamp)
Sep
23
comment Switching between Discrete and Integrated GPUs
You did not specify if this is to do with CUDA only, but with OpenCL you can specify which device to use. clGetPlatformInfo and clGetDeviceIDs let me choose between a nvidia GPU device and an intel CPU device.
Aug
22
awarded  Popular Question
Jul
2
comment Could someone explain why my world reconstructed from depth position is incorrect?
I took a look at this problem again recently as I did not solve it. I found that this method did not work as I am reading directly from the depth buffer so get back values that are post perspective transform. I believe you must be storing your depth values in a linear format.
Jul
2
accepted Could someone explain why my world reconstructed from depth position is incorrect?
Jul
2
answered Could someone explain why my world reconstructed from depth position is incorrect?
Jun
18
awarded  Constituent
Jun
18
awarded  Caucus
Feb
17
awarded  Yearling
Nov
9
comment If I project a sphere in 3D will it be a circle?
That picture is very helpful, sorry I can't select two answers
Nov
9
accepted If I project a sphere in 3D will it be a circle?
Nov
9
revised If I project a sphere in 3D will it be a circle?
perspective
Nov
9
awarded  Student
Nov
9
asked If I project a sphere in 3D will it be a circle?
Jun
9
comment What would be a good game making engine supporting Vector images?
It isn't an engine, but OpenVG is a hardware accelerated api that is available on a lot of mobile devices and some desktops.