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  1. Replies
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    Mipmap generation fails second time

    I have the following situation: I have a material with a texture which I load from file.In some cases I just load the image, create OpenGL texture and generate mipmaps.Then just render it.Works fine...
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    Version is not a problem..I use 420 ... The...

    Version is not a problem..I use 420 ... The effects just doesn't work as it shows in my sample code.The UV is screwed.
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    And what about modelview and modelviewprojection...

    And what about modelview and modelviewprojection matrices?Do they have to be identity ?



    What do you mean?This?

    a = a + texture(COLOR_MAP_0, outCol.xy + velocity * t ) * w;

    It doesn't...
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    OpenGL screen space motion blur

    I am implementing motion blur based on the approach outlined in "Stupid OpenGL tricks".I also got the demo from NVidia OpenGL SDK.It is implemented using Cg while I am using GLSL.Needless to say it...
  5. Fail to load DDS with NV_DDS utility under linux

    Hi All. I posted this question on SO but got no answer so I am asking it here.Hopefully someone can shed some light.I am using nvidia DDS load utility to load DDS (DXT5).On windows 7 it works...
  6. Here is a simple pass through vertex shader that...

    Here is a simple pass through vertex shader that fails:

    #version 420 core


    layout(location = 0) in vec4 position;
    layout(location = 1) in vec2 uvs;
    layout(location = 2) in vec3 normal;
  7. Shader link error after installing latest NVidia Quadro driver (311.35)

    I just installed the latest NVidia driver for Quadro 4000 cards.From this moment any of my shaders linking fails with shader link error.
    It is worth noting I am using OpenGL 4.2 with separate shader...
  8. OpenGL sampler2D as argument into subroutine method causes error

    I have a subroutine method in GLSL fragment shader which should output pixel based on sampler2D as input argument.The program fails to compile with this setup.However the method works fine as long as...
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    MSAA in OpenGL 4.0

    Hi All. I am trying to understand different methods of MSAA in GL 4.0 (CORE) I started with GL 3.3 and used the book "OpenGL Superbible 5" as a primary reference to modern pipeline.In the app I have...
  10. I know it too :biggrin-new: . So your answer is...

    I know it too :biggrin-new: . So your answer is that I am doing it the right way ?
  11. I do understand.But it seems you don't get what I...

    I do understand.But it seems you don't get what I am asking. I just made a test.I passed to the light shader the camera matrix without inverting it.So now if I move the camera let's say to the right...
  12. That is what I don't get. What you mean is to...

    That is what I don't get. What you mean is to take the camera position (its model matrix) and use it to transform every entity ?
  13. View matrix for point light calculation should be inverse?

    Hi All. I have the following question.I am coding the point lights.I want to use camera space .I need to transform light position using camera (view) matrix.But I don't understand,
    should be the...
  14. He He , like that. I am writing nothing to alpha....

    He He , like that. I am writing nothing to alpha. Just rgb if it is vec3 .And if it is vec4 I write rgba from the input sampler which is RGBA texture.
  15. Man ,you are completely right. That is what I...

    Man ,you are completely right. That is what I do.let me explain once again.I have an FBO .I render some geometry to attachments of that FBO.Then I switch to the default FBO and read the color...
  16. That is GBuffer which I currently checking using...

    That is GBuffer which I currently checking using blitting.So I attach it , draw some geometry with one of its color attachments active,then blit to viewport. That is what I am doing :)
  17. I blit the color attachments from FBO. The data...

    I blit the color attachments from FBO. The data to thead attachments comes from the texture which is passed to some fragment shader I am using to render geometry. Now seems logical?
  18. glBlitFrameBuffer renders empty when using vec3 as output for fragment

    Hi all. Strange problem I am experiencing. I am rendering color data from frag shader to fbo texture attachment. If the fragment out is of type vec3 the glBlitFrameBuffer shows nothing. But if I set...
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    Yes , I am switching to multipass+accumulate. I...

    Yes , I am switching to multipass+accumulate. I have a question here.Should I blend each light color add to the buffer and then also blend that buffer with the scene geometry?I just see here several...
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    Uniforms limit in shaders ,OpenGL 4.0

    Hi All. I have a frag shader that does multi - source phong point lightning . I define an array of structs which hold all the properties needed for each light source.I have 5 uniforms in each...
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    Thanks a lot for this great answer .

    Thanks a lot for this great answer .
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    Thank you, yes I googled more and found that I...

    Thank you, yes I googled more and found that I need to blit to a regular buffer.Now i would like to ask more questions regarding MSAA :
    What is preferable to use a target in the FBO renbder...
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    Can't read pixels from multisampled FBO.

    Hi All. I am really confused on how to multisample textures in FBOs .I found some info on Multisampling in "OpenGL super bible" and in the examples from www.g-truc.ne . And I can't get a unified...
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    MSAA with Deferred shading.

    Hi all. I am considering multi light system implementation. Currently my point of interest is deferred lightning and light pre pass ( outlined in ShaderX 7 book) .Now because the work is done using...
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    Texture multi sampling in OpenGL 3.3

    Hi all. I am really going mad about this issue.I want to implement MSAA .I have read OpenGL super bible and some other articles where there are some examples.What I understood from most of that data...
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