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Type: Posts; User: jfslocum

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  1. `glGetIntegerv(GL_SAMPLE_BUFFERS);` returns 1. ...

    `glGetIntegerv(GL_SAMPLE_BUFFERS);` returns 1.
    `glIsEnabled(GL_MULTISAMPLE);` returns false.
  2. Yeah, that's why I concluded that the triangles...

    Yeah, that's why I concluded that the triangles overlap, because the fragment shader should have any effect outside of the triangle.

    This is my [abridged] frag code:



    Note that prior to the...
  3. I tried compiling with clang instead of gcc -...

    I tried compiling with clang instead of gcc - still the same. So I'm pretty confused as to what's going on. It seems strange that both NVidia and ATI drivers would have the same problem specifically...
  4. No apparent effect.

    No apparent effect.
  5. No projection at all; I'm passing the vertices in...

    No projection at all; I'm passing the vertices in NDC. Take a look at my vertex shader.




    I'm not using MSAA currently.
  6. I just tried that. I end up with 1 or 2 lines...

    I just tried that. I end up with 1 or 2 lines along which the fragment shader appears to run twice. I'm *guessing* that what's going on is the fixed function pipeline clips the triangle and converts...
  7. Fullscreen quad invoking fragment shader twice along triangle seam?

    I'm trying to implement linked-list based transparency. The final stage is to performs alpha blending on a linked list of fragments for each pixel. The problem I'm having is that, when I try to...
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    Yup. And I know that it's the correct value,...

    Yup. And I know that it's the correct value, because when I set the imageRead/Write subroutines to use an image2D instead of an imageBuffer, I get a smooth gradient along the X-axis that goes from no...
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    1,159

    Having trouble with imageBuffers

    I'm in the middle of implementing linked-list transparency, and so I wrote a simple test program as a proof of concept for using texture buffers. Unfortunately, I'm having trouble getting it to work...
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