I think i got closer to the cause of the problem.
I wrote this rather silly vertex shader to test things out:
//in the shader
#version 420 core
layout(location = 5) in unsigned int inByte;...
Type: Posts; User: James A.
I think i got closer to the cause of the problem.
I wrote this rather silly vertex shader to test things out:
//in the shader
#version 420 core
layout(location = 5) in unsigned int inByte;...
So i am not alone, Thanks Nowhere-01.
I had a look through the spec and couldn't see any problems. Maybe this is a driver issue?
I have a debug text rendering setup which feeds char data to a vertex/geometry/fragment shader.
On my nvidia gtx460 feeding the char* data using this as the data description:
...
some extra information:
using : in ivec4 inJointIdx;
if I use inJointIdx for something trivial in the shader, and query it's location it gives me "4", but still won't let me manually set it using...
I am having a little trouble with my shader:
This doesn't work, I get a linker error
#version 420 core
layout(location = 0) in vec4 inVertex;
layout(location = 1) in vec4 inColour;...
http://www.opengl.org/discussion_boards/showthread.php/165360-Access-to-triangle-normals-rather-than-vertex?p=1169422#post1169422
this method, using dFdx/dFdy, also works and doesn't require...
what do you mean by OpenGL 3.0 Frameworks?
You should be able to edit and compile an OpenGL program in C using Microsoft's visual studio 2010 (even with the free express editions)
You can use...
You can create openGL contexts within winforms using visual studio :
http://www.codeproject.com/Articles/16051/Creating-an-OpenGL-view-on-a-Windows-Form
http://www.phasersonkill.com/?p=787
...
The rendering was incorrect, so I just added a few checks to see what was not as I expected.
That's pretty much what I am doing, it's for a bunch of tests with some shared UBOs and it's easier than setting the binding point each time, though that isn't a big undertaking in itself.
I...
I didn't try two arrays, but It also happens if I put a dummy array at the top of Transforms.
I have two Uniform Blocks in my vertex shader :
layout(std140, binding=1) uniform Transforms
{
uniform mat4 mvp;
uniform mat4 proj;
uniform mat4 mv;
uniform mat4 nrmn;
}trans;
I have a question/comment about this part of your code,
glReadBuffer(GL_COLOR_ATTACHMENT0);
Does this actually have any effect?
I think when you call glBlitFramebuffer only what is...
ah! so this is why my stuff stopped working when I updated my drivers. Thanks everyone :)
Thanks guys, I figured that is what I'd have to do, I kind of wondering if there was a was of discarding only certian fragment outputs and not all. I guess not.
I have 3 colour render buffers attached to my FBO and most of the time I will draw to all of them in the same shader using something like
outFragData[0] = vec4(1.0);
outFragData[1] = vec4(1.0);...
Here are some explanations/examples i have found.
http://prideout.net/blog/?p=48
http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/
A picture of the problem might help us a bit here ;)
Thank you so much for the quick response kRougue:
I was setting the sampler uniform to 0 at initialization, however I was not using samplerBuffer because it gave me a compiler error with...
I'm having trouble setting up a GL_TEXTURE_BUFFER
I have written a simple program to draw a cube at the origin and then have it's position offset by data stored in a 1D texture.
I initially...
maybe it's because there can be several outputs from a vertex shader to a geometry/fragment one and the underlying source needs to know which one is the vertex position?
I have come across a strange problem, and was wondering if anyone could shed some light on it.
I have been doing some GPU skinning in GL 3.3 and 2.1. my 3.3 version works without any problems, but...
I got it, i was not using GL_FLOAT in glTexSubImage1D but GL_UNSIGNED_BYTE by mistake. thanks for your time and help :)
Thank you for you answer DmitryM. I will try using Texture Buffers.
Does anyone know why when sending {1.0, 0.0, 0.0, 0.0} to a texture using glTexSubImage1D(GL_TEXTURE_1D, 0, 0, width, GL_RGBA,...
I'm using gl 3.3 core.
I have been using UBOs to access some float data in my shaders, indexing it with vertex attributes. but I'd like to try doing the same thing with a texture. And i have 2...