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Type: Posts; User: gdewan

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    Can't access API pages

    Wasn't sure where to put this, no forum seemed appropiate.

    I am unable access the API help pages (ex: http://www.opengl.org/sdk/docs/man/xhtml/glTexParameter.xml ) from my machine at work. It...
  2. Point sprite sizes on 300 series nvidia drivers

    We have software that was rendering point sprites larger then 64 pixels across on a 580 card, however when we tested it on a 680 with 300+ series drivers, the point sprites got clamped at 64 pixels...
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    EDIT: Something I thought was actually related to...

    EDIT: Something I thought was actually related to this driver was actually present in an earlier driver, making a seperate post
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    GPU timers and NVidia 257.15 Drivers

    Anyone else having problems with GPU timers under NVidia 257.15 drivers? They are working fine under 197.45 (windows XP, 64 bit) but if I go to 257.15, glGetQueryObjectiv no longer lets me know when...
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    Re: Multitexturing woes

    Got it figured out. Wasn't using the proper value with glActiveTexture().
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    Re: Multitexturing woes

    Yes. They have values of 0 and 1.
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    Multitexturing woes

    I am attempting to use a GLSL fragment shader to do some multitexturing (among other things). But no matter what I do, I can't seem to get my shader to reference more than one sampler.

    The...
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    Re: OpenGL Discussion boards upgraded

    I am getting an error that doesn't appear to effect anything. On the main index, it says "Error on page" at the bottom, and when I click on it for more information, I get the following (copied by...
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    Re: multithreaded OpenGL WTF?

    Yes, its a multi-core system. Doing some digging on Google, it seems like the option may only be available on series 7 cards.
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    Re: multithreaded OpenGL WTF?

    97.02 also didn't show it. I haven't noticed any performance difference between 97.02 and 97.44
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    Re: multithreaded OpenGL WTF?

    Well, my options there are (in order):

    Anisotropic filtering
    Antialiasing - Gamma correction
    Antialiasing - Mode
    Antialiasing - Setting
    Antialiasing - Transparency
    Conformatant texture clamp...
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    Re: multithreaded OpenGL WTF?

    Its not in 97.44 anywhere. And standard view is disbled so I can't take it out of advanced view.
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    Re: multithreaded OpenGL WTF?

    Where is this set? I have a 8800 GTX here on a dual core WinXP machine and I can't find the setting anywhere.
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    Re: non-square matrices product ?

    Quote from spec (I added the bold):
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    Re: non-square matrices product ?

    Actually, you can:

    http://tinyurl.com/6w7yo (http://en.wikipedia.org/wiki/Matrix_%28mathematics%29)
  16. Thread: GLSLValidate

    by gdewan
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    Re: GLSLValidate

    I got it to work. Version 7.0.9466.0 of the file did the trick.
  17. Thread: GLSLValidate

    by gdewan
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    GLSLValidate

    Okay, not really a GLSL problem but it is preventing me from running GLSLValidate and hoping someone here may have seen this and be able to provide a solution.

    I just grabbed the current version...
  18. Thread: Sticky articles

    by gdewan
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    Re: Sticky articles

    I noticed the forum software now supports sticky articles, so it might be time to sticky some FAQ's and stuff.
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    Re: Non Power of 2 texture maps

    Try calling glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ) before setting up your textures.
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    Delete a texture, keep the name

    I would like to be able to delete a texture, but keep the name it was bound to (in essense, put it into the same state it had when the name was first created).

    Reading through the MSVC6...
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    Re: fbo stencil attachment not working

    Link dead. In fact, all the links on http://developer.nvidia.com/object/nvidia_opengl_specs.html appear to be dead.

    Addenda: Appears to be working now
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    Re: FBO, floating point buffers, and clamping

    Fixed it. Took another stab in the dark and issued a glClampColorARB( GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB ). Once I did this, everything worked as expected. Actually, it was the only...
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    Re: FBO, floating point buffers, and clamping

    The GLSL script I have that generates the values outside 0-1 does not reference any textures, and at the moment pretty much just sets a constant color value (25, 1, 0), which then gets scaled by 1/25...
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    FBO, floating point buffers, and clamping

    I have a program that is using FBO to set up a floating point frame buffer. I am using a 6800 GT with 76.91 beta drivers. This is the setup code:


    glGenFramebuffersEXT( 1,...
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    Re: unique ROAM VBO issues and a clincher

    You may just get your wish:
    Rendezvous with Rama
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