Right - got you, that's what I meant, should've been clearer.
Thanks.
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Right - got you, that's what I meant, should've been clearer.
Thanks.
Yep I was referring to Cg there, but thanks - I didn't know that. I'm a bit locked in to CgFX/GL with my code so I don't use GLSL.
So am I correct in thinking it's totally uniform based and not a...
Hey this looks really very interesting - hats off to NVidia.
A couple of questions:
With Shader Buffer Load the addresses are virtual, and mapped to the GPU address space at Init() - presumably...
IMO it seems pretty fair to say most of the issues people face are indicative of the overriding issue in commercial software development per-se.
Meaning the fact that more often than not...
Ah great - thanks
Ok that sounds a bit more like it - though I'm still a bit unclear about it; as if for example I set up my code to be including the gl stuff from GL3/gl3.h, but then I am including glext.h for some...
Ok some questions / thoughts re the migration of code to 3.1.
My engine is x-platform CgFX based with a GL back-end, generally it's pretty up to date and relatively clean, though there are of...
Nice one - agreed with ector though: direct state access in 3.2 pls.
Good stuff.
In the news item for this on the front page it mentions:
"Now allows rendering to a FBO with mixed-size attachments"
By this do they mean different size pixel formats or actually different w&h...
Right ok, well that's torn it then hasn't it. Oh well thanks for the replies anyway.
Ah... so is it that you can't actually read an msaa fbo as a texture then?
[Edit]
Having just done some RTFM-ing of the extension spec:
"(3) Is ReadPixels (or CopyPixels or CopyTexImage)...
That's slightly confusing as the EXT_framebuffer_multisample
spec states:
"...the application explicitly controls when the
resolve operation is performed. The resolve operation is affected...
Well I'm happy - mainly because of EXT_framebuffer_blit and the relationship to multi-sampling and FBOs, as, if I'm not mistaken, allows custom resolve order in OpenGL. This is something I've been...
Correct me if i'm wrong - but Cg would appear always to have the opportunity of being faster than GLSL as the compiler is outside of GL, and as such allows the possibility to hand optimise...
AFAIK - using gltexSubImage does not involve re-creating a texture object - and is just a data update - as i can get from it - SubImage allows use of data that can change - whereas glTexture2d and...
The fastest way to display Video as a texture (without having to reload the texture all the time) is with glTexSubImage2D() - Redbook p.367
OK well - i'm at the moment only looking for a cheap hack - so i'll try the straight MV at the moment - but i guess to compute a proper Sphere map function i would need the true I_T_MV matrix,...
indeed yes - well i did say i was being lazy http://www.opengl.org/discussion_boards/ubb/wink.gif - and i'm just about to go to bed - that being not really in the frame of mind to think about...
ok cool - so if i'm right here DOT meaning calculating the dot product of the normal vector with the corresponding part of the matrix(?) or are you meaning like the maths "." multiplication - i'm...
Can't seem to find a hell of a lot relevant in the red book - there's something in Appendix B about using glGetFloatv() to access queryable state variables or whatever - but i think i'm probably...
nice one thanks - although how do you multiply the normal by the modelview matrix?
Hi - I'm using the PS2 Linux kit for a project - implementing it with the OpenGL-like API - ps2gl - however there is no support for glTexGeni - and thus no support for GL_SPHERE_MAP - and of course...
Thanks http://www.opengl.org/discussion_boards/ubb/smile.gif
Hi,
Can anyone suggest the fastest methond for drawing Marching cubes derived triangles?
To clarify: geometry is as GL_TRIANGLES, and changes every frame... is it worth creating a display list...
xbox smecksbox... why would i ever want one?
OK if they release an OpenGL dev kit/driver set for it then sure - much more interesting, but then wont that be the same as my PC? Actually probably less...