Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: titan

Page 1 of 5 1 2 3 4

Search: Search took 0.21 seconds.

  1. Replies
    1
    Views
    1,165

    free standalone glsl compiler

    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...
  2. Replies
    8
    Views
    777

    Re: Implementing whole GL lighting equation

    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:...
  3. Replies
    4
    Views
    264

    Re: problem in implementing display list

    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...
  4. Thread: normal mapping

    by titan
    Replies
    4
    Views
    174

    Re: normal mapping

    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...
  5. Thread: normal mapping

    by titan
    Replies
    4
    Views
    174

    normal mapping

    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...
  6. Re: Is there a way to calculate the 3d coord from screen coord?

    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?
  7. Replies
    19
    Views
    1,312

    Re: ATI GL Shading Languaje in Catalyst 3.10

    Actually the new one is 4063 from what I can tell.
  8. Replies
    5
    Views
    242

    Re: native instructions

    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
  9. Replies
    5
    Views
    242

    native instructions

    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,...
  10. Thread: DirectX Next

    by titan
    Replies
    39
    Views
    3,749

    Re: DirectX Next

    My favourite is Mesh Instances on the general IO page. It looks like display lists with variables.
  11. Replies
    2
    Views
    115

    shadow map filtering

    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. ...
  12. Replies
    22
    Views
    2,523

    Re: VAR Equivalent on ATI hardware

    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...
  13. Replies
    2
    Views
    174

    Re: stencil shadows in vertex program?

    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...
  14. Replies
    2
    Views
    174

    stencil shadows in vertex program?

    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...
  15. Thread: ARB FP 1.1

    by titan
    Replies
    39
    Views
    3,060

    ARB FP 1.1

    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.
  16. Replies
    11
    Views
    502

    Re: shadow map filtering

    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...
  17. Replies
    11
    Views
    502

    shadow map filtering

    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...
  18. Replies
    0
    Views
    93

    Homeworld2 demo is out!

    http://www.fileplanet.com/files/120000/129916.shtml?r=5
  19. Replies
    4
    Views
    275

    Re: shadow maps and fragment program

    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...
  20. Replies
    4
    Views
    275

    shadow maps and fragment program

    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 =...
  21. Replies
    15
    Views
    583

    Re: texture problems when doing multiple passes

    Do you output valid texture coordinates to all texture units?
  22. Thread: ARB June Meeting

    by titan
    Replies
    122
    Views
    19,086

    Re: ARB June Meeting

    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...
  23. Replies
    1
    Views
    169

    WGL_PBUFFER_LARGEST_ARB

    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...
  24. Replies
    9
    Views
    197

    Re: 10bit framebuffer

    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"
  25. Replies
    30
    Views
    6,328

    Re: Glow in the Dark Textures

    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.
Results 1 to 25 of 118
Page 1 of 5 1 2 3 4