I don't yet have a card that supports GLSL, but I want to start testing some ideas with it.
I tried to download the 3dlabs compiler, but it doesn't include glslang.dll which it needs...
So I...
Type: Posts; User: titan
I don't yet have a card that supports GLSL, but I want to start testing some ideas with it.
I tried to download the 3dlabs compiler, but it doesn't include glslang.dll which it needs...
So I...
As others have said there are examples out there. However you will not be able to have a vertex program fully emulate the standard OpenGL lighitng model since you can't do something like this yet:...
It depends on your video card. I think the ones with display lists that work well are nvidia and Intel while ATI can slow down slightly and Matrox and 3Dlabs can sometimes render incorrectly. I...
What do you do when you get to a vertex which is smoothed by multiple faces, but all the UVs (and therefore tangents) are unrelated? You can't add them up because that makes no sense, but you can't...
When one gets the tangent/binormal vectors they are almost always, in practice, not going to be perpendicular to the normal because the mesh will be smoothed.
Is this a problem? Can one simply...
To get back from the screen to world space don't you need to go through the inverse projection matrix and then the inverse view matrix?
Actually the new one is 4063 from what I can tell.
Possibly, but apparently the cards are shipping now in "limited quantities" so it might not be: http://www.xbitlabs.com/news/video/display/20031217101659.html
I'm noticing a lot of my programs, both fragment and vertex, take fairly significantly different amounts of resources on a GeForce or Radeon. Not just ALU instructions, but temporaries, attributes,...
My favourite is Mesh Instances on the general IO page. It looks like display lists with variables.
I noticed ATI has a long DX9 pixel shader at http://www.ati.com/developer/samples/dx9/ShadowMap.html to show you how to do filtered shadow maps in fragment programs. ...
VBO is supported on all geforce cards and all Radeons with hardware T&L (don't know about 7000). In fact all future cards with OpenGL 1.5 support will have it.
So drop VAR unless you want to...
Ahh.. It finally just clicked. http://www.opengl.org/discussion_boards/ubb/smile.gif
I like the idea of putting a quad on every edge of my mesh and giving the verts the normals of the adjecent...
I seem to remember some complaints against futuremark for using the GPU to do skinning multiple times, once per object to fill the depth buffer, and then once per object per light for stencil...
Has this been released yet? If not when is it due out?
I've heard they change the way shadow maps work to something more logical so you don't have to manually do the comparison yourself.
Actually I'm seeing no filtering. But this is because I am directly computing the comparison result.
I'm not sure the way to read the results of the surrounding texels. I want to add +- 1/512 to...
I'm using shadow maps in the fragment programs and it looks worse than having them done automatically on nVidia hardware which filters the comparison results.
How can I get the surrounding texels...
http://www.fileplanet.com/files/120000/129916.shtml?r=5
Of course. I don't know why I wasn't doing that. While this does give me a grey similar to the that of the texture I can't do the a valid compare of coordinate.z (after *(1/q)) with the result of...
How do I use these together? As I understand it the way shadow maps work is by projecting the texture over the scene normally, but instead of using the colour value they compute it using Cv =...
Do you output valid texture coordinates to all texture units?
GCC uses two passes. The front end compiles language X into "gcc assembly" and the back end compiles that into assembly for platform Y and does the low level optimizations. This industry standard...
If I use this attribute should I be able to ask for a 4096x4096 pbuffer and get a 2048x2048 (or whatever) back?
When I try to use this I call wglCreatePbufferARB() which returns NULL. When I...
http://www.beyond3d.com/reviews/ati/aiw9800pro/
I've seen a few places claim in 9700Pro/9800Pro reviews that ATI now has "High precision 10-bit per channel frame buffer support"
I've posted a follow up in the beginner forum (because getting around the semantics isn't exactly advanced) that should be clear enough you don't need to read much documentation.