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	<title>Comments on: Instance culling using geometry shaders</title>
	<atom:link href="http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/feed/" rel="self" type="application/rss+xml" />
	<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/</link>
	<description>A technical blog from Daniel Rákos (aka aqnuep)</description>
	<lastBuildDate>Tue, 27 Jul 2010 19:20:37 +0000</lastBuildDate>
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		<item>
		<title>By: Cat</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-304</link>
		<dc:creator>Cat</dc:creator>
		<pubDate>Fri, 09 Jul 2010 07:09:01 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-304</guid>
		<description>~400 FPS on a GTX 470</description>
		<content:encoded><![CDATA[<p>~400 FPS on a GTX 470</p>
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	<item>
		<title>By: Pepa</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-300</link>
		<dc:creator>Pepa</dc:creator>
		<pubDate>Mon, 05 Jul 2010 18:46:24 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-300</guid>
		<description>Maybe I try tommorow change shader loader function.</description>
		<content:encoded><![CDATA[<p>Maybe I try tommorow change shader loader function.</p>
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	<item>
		<title>By: Daniel Rákos</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-299</link>
		<dc:creator>Daniel Rákos</dc:creator>
		<pubDate>Mon, 05 Jul 2010 18:18:09 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-299</guid>
		<description>So the EXE delivered is working for you, just you cannot recompile the project properly.
Well, maybe the problem is with SFML as you have to use the latest development branch in order to take advantage of OpenGL 3 context support. Maybe I&#039;m wrong, but that can be an issue.
Btw I compiled everything with GCC.</description>
		<content:encoded><![CDATA[<p>So the EXE delivered is working for you, just you cannot recompile the project properly.<br />
Well, maybe the problem is with SFML as you have to use the latest development branch in order to take advantage of OpenGL 3 context support. Maybe I&#8217;m wrong, but that can be an issue.<br />
Btw I compiled everything with GCC.</p>
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	<item>
		<title>By: Pepa</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-298</link>
		<dc:creator>Pepa</dc:creator>
		<pubDate>Mon, 05 Jul 2010 18:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-298</guid>
		<description>Maybe I&#039;ll send you an projet. Maybe I set something wrong in the project or my system is wrong? I use visual studio 2008 EE sp1</description>
		<content:encoded><![CDATA[<p>Maybe I&#8217;ll send you an projet. Maybe I set something wrong in the project or my system is wrong? I use visual studio 2008 EE sp1</p>
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	<item>
		<title>By: Daniel Rákos</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-297</link>
		<dc:creator>Daniel Rákos</dc:creator>
		<pubDate>Mon, 05 Jul 2010 17:34:39 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-297</guid>
		<description>Then maybe you should use the latest NVIDIA drivers as most probably only those have good support for OpenGL 3.2+.
Btw I use the latest version of glew that is (I think) 1.5.4.</description>
		<content:encoded><![CDATA[<p>Then maybe you should use the latest NVIDIA drivers as most probably only those have good support for OpenGL 3.2+.<br />
Btw I use the latest version of glew that is (I think) 1.5.4.</p>
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	</item>
	<item>
		<title>By: Pepa</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-296</link>
		<dc:creator>Pepa</dc:creator>
		<pubDate>Mon, 05 Jul 2010 17:25:18 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-296</guid>
		<description>I use old driver and problem exist. Question - you using glew 1.5.4 or other version?</description>
		<content:encoded><![CDATA[<p>I use old driver and problem exist. Question &#8211; you using glew 1.5.4 or other version?</p>
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	</item>
	<item>
		<title>By: Daniel Rákos</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-295</link>
		<dc:creator>Daniel Rákos</dc:creator>
		<pubDate>Mon, 05 Jul 2010 17:16:15 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-295</guid>
		<description>Hmm, can anybody confirm this problem? I didn&#039;t met it on ATI drivers. If you really use the latest available NVIDIA driver then maybe it is a driver bug. However, I cannot confirm that either.</description>
		<content:encoded><![CDATA[<p>Hmm, can anybody confirm this problem? I didn&#8217;t met it on ATI drivers. If you really use the latest available NVIDIA driver then maybe it is a driver bug. However, I cannot confirm that either.</p>
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	<item>
		<title>By: Pepa</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-294</link>
		<dc:creator>Pepa</dc:creator>
		<pubDate>Mon, 05 Jul 2010 17:04:56 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-294</guid>
		<description>Hello. I try use this code but error in I run - console startup loading shader and crash application. Demo works fine. Windows 7 , geforce GTS 250 , new nvidia driver, glm 0.9.0.1, glew 1.5.4, sfml 2.0 - compile fine in debug or release but run error in loader shader. Of course exe and shader exist - this line error glShaderSource(shader, 1, (const GLchar**)&amp;source, NULL);</description>
		<content:encoded><![CDATA[<p>Hello. I try use this code but error in I run &#8211; console startup loading shader and crash application. Demo works fine. Windows 7 , geforce GTS 250 , new nvidia driver, glm 0.9.0.1, glew 1.5.4, sfml 2.0 &#8211; compile fine in debug or release but run error in loader shader. Of course exe and shader exist &#8211; this line error glShaderSource(shader, 1, (const GLchar**)&amp;source, NULL);</p>
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	</item>
	<item>
		<title>By: Daniel Rákos</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-255</link>
		<dc:creator>Daniel Rákos</dc:creator>
		<pubDate>Sat, 19 Jun 2010 16:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-255</guid>
		<description>Thanks for sharing this information!
I was wondering why the demo didn&#039;t work after I upgraded my drivers.
I will update the demo.</description>
		<content:encoded><![CDATA[<p>Thanks for sharing this information!<br />
I was wondering why the demo didn&#8217;t work after I upgraded my drivers.<br />
I will update the demo.</p>
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		<title>By: pierre boudier</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-254</link>
		<dc:creator>pierre boudier</dc:creator>
		<pubDate>Fri, 18 Jun 2010 08:18:59 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-254</guid>
		<description>hi,

we have looked at your demo and found out that you were calling glBindAttribLocations  after glLinkPorgram; according to the GL specification, this should have no effect on the rendering.
unfortunately, some prior AMD driver were not implementing this correctly, but it has been fixed recently with cat 10.5, so you should update your demo.

looking at other IHV, it seems that apple correctly implement this part of the GL specification as well.


regards,

Pierre B.
AMD</description>
		<content:encoded><![CDATA[<p>hi,</p>
<p>we have looked at your demo and found out that you were calling glBindAttribLocations  after glLinkPorgram; according to the GL specification, this should have no effect on the rendering.<br />
unfortunately, some prior AMD driver were not implementing this correctly, but it has been fixed recently with cat 10.5, so you should update your demo.</p>
<p>looking at other IHV, it seems that apple correctly implement this part of the GL specification as well.</p>
<p>regards,</p>
<p>Pierre B.<br />
AMD</p>
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