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Type: Posts; User: thekend

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  1. Replies
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    At first sight I can see one mitake: the stride...

    At first sight I can see one mitake: the stride parameter of glVertexAttribPointer.
    Try set it to 0 or 3 * sizeof(float) instead of sizeof(vertex)
  2. My code snippet exactly do that without using the...

    My code snippet exactly do that without using the dFdx/dFdy. I sample the texture two times, the first sample is used to read the miplevel that the fragment is going to use (the mip level is encoded...
  3. Maybe this thread should be in the OpenGL Shading...

    Maybe this thread should be in the OpenGL Shading Language section and the title should be changed to "Sampling from a specific mip level in GLSL ES 1.0" or "how texture sampling bias parameter...
  4. accessing a specific mip level in OpenGL ES 2.0

    Hi!

    I want to do environment mapping with selecting a specific mip level of a cube map in the sahder according to the roughness parameter of the material (per pixel).
    Since I target GL ES 2.0...
  5. I don't agree. It's more elegant and future proof...

    I don't agree. It's more elegant and future proof to create these premake scripts and get ready for dozens of DEV tools. If you add VS solutions and projects, then for what version of VS? What if the...
  6. Multiple context for one window in single thread

    Hi!

    I want to render to one window in a single thread with two different contexts, because state management in this case is much simpler for me. It works on Windows and Linux, but there's some...
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    Re: Problems with TBO on ATI

    Yes, I keep in mind that. Thanks for the answer.
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    Re: Problems with TBO on ATI

    Ok, I'm sorry, it was my fault. I intercepted the uniforms using the glGetProgram and glGetActiveUniform functions. What I missed is that the location of the uniform and the index used for...
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    Problems with TBO on ATI

    Hi!

    I have problems with Texture Buffer Objects on ATI. After a lot of searcing for the cause I finally made a simple shader like this:

    vertex shader:


    #version 330

    precision highp float;
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    NVIDIA glTexImage3D problems

    Hi!

    glTexImage3D crashes for certain sizes, for example the following code will crash:



    int width = 65;
    int height = 64;
    int depth = 64;
    int size = width * height * depth;
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    glBlitFramebuffer with multisampling problem

    Hi!

    My problem is the following:

    I use two windows, there are only 1 GL context. The windows have single-sampled default framebuffers.
    window1 has dimensions 1280x1024
    window2 has dimensions...
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    Re: FBO with different size attachments

    Hi,

    the specification says (OpenGL 3.3 Core Profile Specification (updated March 11, 2010) page 230) that:



    However, that's only half of your problem. I don't know why it produces only 1...
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    Re: Floating point accuracy in GLSL

    For GLSL ES there are no integer samplers AFAIK. Is it possible to use them via any extensions for GL3 capable hadrware?
  14. Thread: error with CG

    by thekend
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    Re: error with CG

    I replied on the CG forums: http://developer.nvidia.com/forums/index.php?showtopic=5260&pid=16154&st=0&#entry16154
  15. Thread: error with CG

    by thekend
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    4,481

    Re: error with CG

    Normally arbvp1 and arbfp1 should be supported. You can check this directly with

    CGbool arbvp1_supported = cgIsProfileSupported(CG_PROFILE_ARBVP1);

    On ATI cards, only these profiles and the...
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    Re: Read depth from FBO and renderbuffer

    For glReadPixels, the format should be GL_DEPTH_COMPONENT instead of GL_DEPTH_COMPONENT_24. It's a bit confusing at first time, but the symbolic constants for formats in client memory (so the...
  17. Re: Problem with precision of frag shader calculation

    Maybe this is because your render target is 8 bit per component. Then the float value is converted to a byte (mapping [0,1] to [0,255]) then written into the RT, so this explains the precision loss.
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    Re: Colors and light

    For the fixed function pipeline, vertex color attributes and lighting are not combined.

    When GL_LIGHTING is enabled, the color of the vertex is calculated by the lights and material properties....
  19. Querying size of stencil buffer in Core 3.x

    In GL 3.x, glGetIntegerv with GL_STENCIL_BITS is deprecated.
    For querying frame buffer parameters there is glGetFramebufferAttachmentParameteriv.
    According to the spec this should work for the...
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    Re: OpenGL 1.0 to OpenGL 3.2 Core migration

    On my machine nopper.tv tutorials also don't work. I have only black screen.

    glGetError() returns GL_INVALID_ENUM immediately after glewInit().
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    Re: Image-Space Horizon-Based Ambient Occlusion

    I think they mean the following:

    You have P and its normal N. These two define a plane. The view vector intersects this plane at a point P'. I think they mean the tangent vector is the vector from...
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    Re: about page flipping

    Hi,

    I use this with the following scenario:



    at initialization:
    wglSwapIntervalEXT(1);
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    Re: about page flipping

    Hi!

    As far as I know, PFD_STEREO will only work for quad-buffered cards (maybe you can experiment with emulation using RivaTuner, I read some threads about it, however never tried).

    For...
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    Re: question over sine wave

    Hi,

    The problem is with integer division:

    x1=i/SIZE;x2=(i+1)/SIZE
    will always give you 0 or 1 for x0 and x2. You have to cast to float (either i or SIZE or both).
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    Re: OpenGL + CG + ATI = ??

    Hi

    Unfortunately on ATI cards the only supported assembly profiles are CG_PROFILE_ARBVP1 and CG_PROFILE_ARBFP1. However CG can compile to glsl with CG_PROFILE_GLSLV and CG_PROFILE_GLSLF. But there...
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