longtab.blogg.se

Using gdebugger opengl 4.4
Using gdebugger opengl 4.4













using gdebugger opengl 4.4
  1. Using gdebugger opengl 4.4 how to#
  2. Using gdebugger opengl 4.4 drivers#
  3. Using gdebugger opengl 4.4 software#
  4. Using gdebugger opengl 4.4 code#
  5. Using gdebugger opengl 4.4 free#

Has released GL_AMD_conservative_depth which actually implementĪ Direct3D 11 feature allowing to pass enough information to the OpenGL implementation so that when the

Using gdebugger opengl 4.4 how to#

On aspect of GL_EXT_shader_image_load_storeĭefines how to handle the 'early depth test', an optimization that discards some fragment processing. Sound great but even if such profile reach OpenGL one day, it would probably take a long time for both AMD and nVidia to implement it properly. Visual Studio supports since forever ago anonymous union which is a really cool featureĪnd even GCC has the 'pedantic' compiler parameter to really be strict (not set by default!) because sometime specifications are a bit too rigid.īetter debugging capabilities, better implementation freedom and comments about this freedom and better documentation on good use of the drivers. Almost all of them have their own freedom.

using gdebugger opengl 4.4

Using gdebugger opengl 4.4 free#

With a debug profile, nVidia would be free to keep this lack of accuracy and just output a warning "this is not standard but we support it because it's a cool feature". We will have problems on AMD when actually the issue is the lack of accuracy of nVidia drivers.

Using gdebugger opengl 4.4 software#

NVidia has this effect that it always works and this is a bit annoying because if we develop on nVidia and then test the software on AMD,

Using gdebugger opengl 4.4 drivers#

When I compare AMD and nVidia OpenGL drivers, I think AMD drivers are really strict and follow really well the specification. Or even warnings about anything that should work but isn't standard. We could imagine that each function parameter could be check and would report an error as soon an invalid parameter is given I even actually believe that it could be use to give a lot of comment and advice to the developers to just make a better use of OpenGLīecause performance wouldn't be a critical criterion on that profile. With a debugging profile, we could have had a clear message that even explain what going on and why. I understand how it sounds like a good practice and that we should do this even on nVidia but it crashs without a word. We need to call once glGenerateMipmaps to allocate the memory. not nice!Īfter a while, I understand that AMD drivers want that we want to generate mipmaps before the rendering to texture.

Using gdebugger opengl 4.4 code#

I was trying on AMD a code sample which generate mipmaps from a framebuffer texture I wrote previously on nVidia.Īt launch, the sample simply crash without any notice (no OpenGL error). GlslDevil which are going to tell us about the order of function calls,Ībout the results of shader computations but does it really reach debugging completness?įor example, I recently experience something that I could expect that such software can't see but a debug profile will tell me. There are some softwares like gDEBugger or One difference between a good API and a great API is from my point of view how it allows us to develop with it which includes debugging.Ĭurrently, the main thing we have in the API is glGetError which feels seriously limited. Quite hard to use, but plenty of examples on the net.OpenGL 3.4 / 4.1: Expectations / Wish-list (others) RSS Feed ~ Comment: by email - on Twitter ~ Share: Twitter - Facebook - Linked In - Google+ - Permanent link Debug profile

  • Boost.GIL Big and bulky, doesn’t do jpg.
  • DevIL An all-in-one image loading library.
  • Based on stbimage, provides handy functions for use with OpenGL, and a DDS loader. c file to include to your project, and you can load jpeg, bmp and png files !!!
  • MathFu Google’s tak on math libraries, SIMD optimised.
  • Bullet’s Vectormath Never used it but it seems to be SIMD’ed ( = faster, even if you seldom make big computations on the CPU side ).
  • A Python scripts that generates a C++ file. If unsure, simply use the GLEW version included in the source code. Actually, GLEW is the only one I managed to make work, with changes in the source code. Includes a coffee machine, a washing machine, and a cellular.īeware, most extensions loading library don’t work well with OpenGL 3+ Core.
  • SDL I think this one is weird but some people like it.
  • A bit hard to master, but very precise and useful. Displays shader code, content of images, content of framebuffers, etc.
  • GLIntercept Generates a webpage with the list of OpenGL commands issued.
  • NVidia Parallel NSight A wonderful tool which gives access to extremely precise performance numbers.
  • A trip trough the graphic pipeline : In-depth information about how the drivers & GPUs actually work.
  • For detailed explanation of specific algorithms. Fantastic for learning the high-level concepts. Mostly deprecated now, but there are still a few intersting things.

    using gdebugger opengl 4.4

  • NeHe Extensive OpenGL 1.1 programming tutorials and resources.
  • List of all extensions, and up-to-date specs If your GPU is recent enough, most of them will be available through GLEW.
  • using gdebugger opengl 4.4

  • OpenGL 4.5 (Core Profile) Specification.
  • Useful Tools & Links Documentation OpenGL references















    Using gdebugger opengl 4.4