It much likely means that the current GL-implementation can't use gl_FrontFacing. It's in the specs, but at least on ATI (haven't tried with newest drivers), there was no hardware support for...
Type: Posts; User: PanzerSchreck
It much likely means that the current GL-implementation can't use gl_FrontFacing. It's in the specs, but at least on ATI (haven't tried with newest drivers), there was no hardware support for...
See here .
So you got my sample app then ;) Hope you didn't mind it was written in delphi. It's nice to see that ATI cares.
No, it's allowed to either only have a vertex shader or only have a fragment shader attached and linked to a program object.
There should be no problems at all. The only problem would be the size...
Looks almost 100% like a bug. I've just tested it with a sample-app of mine, where I use a blur-shader. And as soon as I just use a plain glEnable(GL_FOG); I get the same error.
So I guess it's a...
Are you shure that this is all you do in your shaders? I'm having zero problems running Cat 4.7 on a Radeon 9700, even when using more complex glSlang-Shaders.
Is it possible that something went...
Hope this quote from the official glSlang-Specs clears things up :
So for the vertices to be clipped against your clipping planes, you'll need to write their coordinates to (if I'm not...
No, it's still not out. There is a developer-version (that you can't get public) from 3DLabs (which develops the GLSL-part of RM), and someone from 3DLabs even told here on the forums that it would...
You need to tell your shader what texture matrix you acutally want to use, for example :
coord=gl_TextureMatrix[0] * gl_MultiTexCoord0; For the texture matrix of the first TMU.
@Docs :
You can find them here : http://developer.3dlabs.com/openGL2/slapi/index.htm
@Multiple Shaders :
That's because you can have parts of a shader in multiple shaderobjects (those parts...
The specs clearly state that shader objects are NOT (always) deleted when you delete a program object that contains them. That's mostly because you can reuse shader objects in different program...
It's your hardware. Radeon9000 = Radeon8500 with some useless additions and rebranded to make money out of an old piece of HW again. And Radeon 8500 means PS1.4 only, which are not enough for...
glSlang is only supported on Radeon 9500 and up, so a Radeon 9000 (which is in fact only a Radeon 8500, just renamed) won't work.
OpenGL won't tell you that, but if you mostly use objects whose size is known to you, then why not count the consumption by yourself?
If you for example only use textures and VBOs, then it should be...
I'm a team member and MOD over at the german delphi opengl community and was also part of the team that created newer delphi headers for opengl (and maintains). We also have an english infopage...
You won't for now get the same performance as the FFP. And besides this, most modern cards nonetheless don't have a FFP anymore but emulate it via shaders.
But you need to remember that all...
The problem mentioned here has been discussed many times here (including a thread started by me) and it's a problem with ATI's current glsl-implementation I guess. This problem was present in ARB_FP...
uniform sampler2D baseImage;
uniform sampler2D shadowMap;
uniform int TexCoordIndex;
void main(void)
{
gl_TexCoord[TexCoordIndex] = gl_MultiTexCoord0;
}And all you have to do is set...
Is it so hard to take a look at the glsl-specs? There are plenty of matrices predefined (although there could be some more like in ARB_VP/ARB_FP) :
mat4 gl_ModelViewMatrix mat4 gl_ModelViewMatrix...
Any news on a release-date? I just got an ftp-link for the newest version (I guess...it's 1.5 build 347) and the glsl-part already looks good (although I had some access violations on exiting and one...
glMatrixMode...if it's written in a book, it doesn't mean that it's spelled right.
Dunno'bout Nvidia (as their developer-page is much huger as ATI's, I guess they have such a thing too), but ATI have a document called "Radeon 9700 OpenGL Programming and Optimization Guide" which...
wglShareLists does exactly that, although it's name won't suggest it ;)
ATI promised RM 1.5 with GLSL-Support for April, but remeber that the GLSL-Part of RM isn't developed by ATI, but by 3DLabs. So ATI may have no influence on the releasedate of that version...but...
That's a known flaw in ATI's current glsl-implementation. I've noticed that (with 2D-texture lookups) some months ago, but ATI still haven't fixed this.
This was btw. also the case with ARB_FP,...