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Type: Posts; User: soconne

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    Re: ATI 11.11 bug with stencil routing k-buffer

    Thanks Graham, I've emailed you at your amd address.
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    Re: Multisample depth buffer precision issues

    Turns out it's a bug in their support for sample masking. I created a new post under the Drivers forum.
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=306544#Post306544...
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    Re: ATI 11.11 bug with stencil routing k-buffer

    That's what the stencil test is used for in the stencil routing k-buffer approach.

    It turns out it's sample masking that's broken on AMD cards. The following code should write the 2 quads to...
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    ATI 11.11 bug with stencil routing k-buffer

    I'm finding that there's a bug in the AMD driver when implementing stencil routed k-buffer. The problem I'm experiencing is simply, I render 4 quads to the multisampled framebuffer with all the...
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    Multisample depth buffer precision issues

    Does anybody know if NVIDIA and/or AMD perform any sort of depth compression on multisample depth buffers? I'm implementing stencil routed k-buffer and I'm finding that depth values don't always...
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    stencil routed k-buffer problem

    I'm trying to get OIT working using the stencil routed k-buffer technique, however I can't seem to initialize the stencil buffer or get it working correctly. I go through and fill each sample of...
  7. glGetFloatv(GL_TEXTURE_MATRIX, matrix) not working

    Can't figure out why this is happening, but glGetFloatv(GL_TEXTURE_MATRIX, matrix) is not filling in the matrix array. The values remain at whatever they were initialized to. I've installed the...
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    Re: projection size question

    s = viewportHeight / A
    distance = (worldSpaceRadius * s) / (2.0 * tan(fov * 0.5 * PI / 180))
  9. Re: Accumulating Rotation and Translation Matrices

    Change M = M * T to M = T * M
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    Re: slow transfer speed on fermi cards

    Are any NVidia driver engineers reading this post? I upgraded from the GTX 275 to the GTX 465 and not only am I experiencing the same readback slowdowns discussed here, but slowdowns across the...
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    Re: Distributing custom opengl32.lib

    I have classes which reside in opengl32.dll that monitor the OpenGL stream. The functions I'm wanting to expose to the developer set properties for these classes, so I'd like to have them...
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    Distributing custom opengl32.lib

    I'm creating an OpenGL profiler and I've added some custom functions which reside in the compiled opengl32.dll library and have entry points in the associated opengl32.lib. I havn't read anywhere...
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    Re: AMD Releases OpenGL 4.0 Drivers

    I agree, this is a MUCH needed feature!
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    Re: Rendering to a FBO values are clamped

    Actually you need to call:
    glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE)
    glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE)
    glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE)

    From my own experience, it...
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    Re: OpenGL 3.2 updated?

    I've been waiting for that for so long...not sure why they havn't added it yet.
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    Re: Ways to render without pBuffer and FBO

    I would suggest creating a proxy RenderTarget class that automatically handles whether to use an FBO, pBuffer or texture depending on the capabilities of the GPU. Checking for support for an FBO is...
  17. Re: 16-bit Signed Integer (GL_SHORT) Texture Upload

    If you want only a single channel 16-bit texture, use the GL_ALPHA16I_EXT format, along with GL_ALPHA_INTEGER_TEXTURE for the internal format parameter of glTexImage2D.

    glTexImage2D(GL_TEXTURE_2D,...
  18. Re: Please help! Need quick alternative to stencilling

    First, your call to glEnable(GL_STENCIL) is wrong. Change it to GL_STENCIL_TEST.
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    Re: working with OGL 3.x

    [fragment shader]
    #version 150

    out vec4 out_Color0;
    out vec4 out_Color1;

    void main()
    {
    out_Color0 = vec4(0.0, 0.0, 0.0, 0.0);
    out_Color1 = vec4(0.0, 0.0, 0.0, 0.0);
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    Re: glBindVertexArray freezes app

    Thanks guys, VAOs now work with 190.57 on my 8600m for context versions 3.0 and 3.1. But 3.2 causes every OpenGL call to throw an error, including VAO, shaders, VBOs. And on any context version,...
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    Re: glBindVertexArray freezes app

    Yeah I'm not using my own values for the IDs, I'm calling:

    GLuint vaoID;
    glGenVertexArrays(1, &vaoID);
    glBindVertexArray(vaoID);

    I downgraded to 186.81 drivers, since they are official...
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    glBindVertexArray freezes app

    I'm working with an NVIDIA 8600m GT notebook card with the latest 190.56 drivers w/modified inf. Running realtech's OpenGL extension viewer, it states that I have OpenGL 3.2 support.

    I've tried...
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    Re: Draft released for feedback

    So does this mean extensions will automatically be bound correctly without user intervention? It seems some of them are listed in that header file.
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    Re: OpenGL 3.0/3.1 with Qt or GLUT

    I don't believe its possible with GLUT since you do not have direct access to the HWND, HGLRC variables created by GLUT on the windows platform. If you did and were able to modify them and have GLUT...
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    Blending operations on integer framebuffer

    Why aren't per fragment operations supported on integer textures? Such as blending, alpha test, ect... in OpenGL 3.1? I was trying to implement a simple app that would take the minimum value...
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