Which one of "the hardware vendor" are you referring to? And which driver version are you on?
Nobody implements these. Don't try to use them. Just use depth_stencil.Quote:
Independant stencil buffer and depth buffer of fbo, etc.
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Which one of "the hardware vendor" are you referring to? And which driver version are you on?
Nobody implements these. Don't try to use them. Just use depth_stencil.Quote:
Independant stencil buffer and depth buffer of fbo, etc.
Thanks for your kindness.
the vendor : nVidia
driver version : 195.62
the problem :
the command sequence like :
...
glFenceSync
glWaitSync
glDeleteSync
...
in my render code,
after hundreds of frames,
the gl server seem to hang over for several seconds,
meanwhile doesn't response to any gl command
maybe I should report this bug to nVidia,
but I quote it here just as a comment for the
present OpenGL state :
A standard supported by multi-vendors,
but not every function defined by the specs
is supported by every vendor.
And some of the unsupported functions are not
reported intuitive and clearly.
for example, the Independant stencil buffer and depth buffer
are reported by nvidia driver as "attachment incomplete",
not as "unsupport", which led me confused for some days.
A method for the gl server to report its unsupported functions, and sometime, report the reason for that, is very important to
the developers.
For example, when I created a 3.2 core profile context, and by
check the version, it was confirmed as a 3.2 context.
Then I assumed that all the functions and features defined by the 3.2 spec are all supported and implemented. I check the shader version, it is 1.50, I declare this version at the beginning
of my shader file, but later on, it seems that the noise1
shader function does not work, I debug and debug over the time,
in the end I doubt that it is not implemented by nvidia,
the search result : it is true.
How can I get the result from the gl api?
And How does the gl server to report this?
I hope future gl versions provide a nice way to
let the gl server to report its unsupported functions or
vice versa, report its fully implemented functions.
Right now, the state is :
Function Pointer : Exists
Report Error : No
Effect : Nothing
Reason : by web searching.
noise function in GLSL can return value 0. It is perfectly legal value to return. Nvidia has done nothing wrong there.
Besides, I don’t think that this is a driver feedback thread; rather it's an OpenGL 3.2 feedback thread. If you’ve found a reproducible bug in a particular driver you should probably report it to your vendor. Or if you need help diagnosing a problem with your code then you might try the developer forums.
First, stop putting randomQuote:
in my render code,
after hundreds of frames,
the gl server seem to hang over for several seconds,
line
breaks
in your
sentences.
That just makes your post hard to read. HTML will word-wrap for you; you don't have to do it manually. Just put a line between paragraphs, and everyone can understand you.
Second, did you read the specification? Are you using the functions properly? Because, from the ARB_sync spec, there is a particular way of doing things. And if you don't do them correctly, the spec warns you that you may get into an infinite loop. It's been a while since I read the spec, but there's something about having your first wait on a sync do a flush or some such.
Third, as others have pointed out, this thread is about the OpenGL 3.2 specification, not any particular implementation thereof.
I dont think it is. As far as i remember its specified to have some coverage of values returned.Quote:
Originally Posted by martinsm
But than again, nobody serious cares, as its supported only in MESA.
Well, it's been a while since we heard any news from anyone. Not that I have a lot to complain about, 3.2 spec was good enough to rekindle some spark of interest to developers and we already have implementations. However I think the next step to promote the API is the availability of better tools. Many people have already suggested this in these forums and as my own experience with the library increases I realize this need exists more and more. I would really like to see some work in that direction as well from Khronos. I really hope that more developers will adopt the API and start pushing in this direction.
Khronos can't do anything about tools. All they can do is to put words on paper.
AMD GPU PerfStudio is a great tool to profile your OpenGL applications.
AMD RenderMonkey is a nice IDE for developing GLSL shaders.
And there's much more...
INFORMAZIONI SULLA MATRICE SHADOW MATRIX
who explains SHADOW MARTIZX..?