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Type: Posts; User: Humus

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    Re: Interior Mapping (Humus demo)

    Yeah, it shouldn't matter whether you normalize it or not (although if you were to normalize it in the vertex shader that would screw things up). Does the vertex data match the ones I use?
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    Re: Interior Mapping (Humus demo)

    I don't see anything obviously wrong in that piece of code, although I notice that you flipped some signs, but that shouldn't cause this kind of problem. The "HACK" stuff obviously doesn't belong...
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    Re: 3D and 1D color Lookups implementation

    The size does not matter since texture are looked up with normalized texture coordinates in 0..1 range regardless of size.
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    Re: 3D and 1D color Lookups implementation

    Half is just a lower-precision float.
    Something like this should work.



    varying vec2 texCoord;

    uniform sampler2D Image;
    uniform sampler3D LookupTable;
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    Re: 3D and 1D color Lookups implementation

    It's just a texture fetch. Pass the color that you want to process as a texture coordinate into a volumetric texture and you're done.
  6. Re: Problems using multiple texture2DProj() from d

    You're not confusing uniform location with sampler index, are you?
    You have to assign samplers to texture units yourself with glUniform1i(), otherwise both lightDepthTexture0 and lightDepthTexture1...
  7. Re: Vista problem with two programms and one window

    I'm surprised that you're able to draw onto the other application's window at all. But in any case, did you call glViewport() in response to the window resize? Otherwise it'll just keep using the...
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    Re: DDS 3D Texture Samples

    Some of my demos use volumetric textures. This one for instance:
    http://www.humus.name/index.php?page=3D&ID=47

    But you can also create your own test textures easily with DxTex.exe from the DX SDK.
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    Re: Vertex texture fetch

    All texture formats that are supported in the fragment pipeline should also be supported in the vertex pipeline on DX10 level hardware.
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    Re: Shadow Map & Manual Depth Test

    You need to pass down both z and w to the fragment shader and do the division there. Otherwise you're getting the wrong depth distribution.
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    Re: z-buffer work around

    Final depth values will always be [0..1], but your actual near and far plane are probably not where you expect them to be from your calls, nor will your depth distribution be linear just because you...
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    Re: z-buffer work around

    Why do you say that? The Z-buffer has advanced at least as much as the rest of the pipeline. 10 years ago a lot of hardware didn't even have one. The ones that did had a 16bit one. Since then we've...
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    Re: z-buffer work around

    The problem is that you're confusing the backface culling with the depth test. The backface culling is working perfectly from what I can tell running your app. The faces that bleed through are all...
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    Re: z-buffer work around

    Yes, it depends on W, but not on Z or Z/W that's used in the depth test.
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    Re: No GL3 and no newsletter yet...

    I fear that you're right. I'm losing my faith in OpenGL to be honest. For the last year or so I have barely done anything in OpenGL. It's been DX10 mostly. For someone that used to be pretty much an...
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    Re: Wireframe render appears with if-logic

    You pass the texture coordinate that you'll use in the texture lookup. texture2DLod is generally faster, however, you won't get anisotropic filtering with it, and you have to factor in that it takes...
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    Re: z-buffer work around

    No it's not. Period.
    You're either misunderstanding something, or you have a bug.



    The depth is irrelevant to backface culling. X and Y is sufficient. Check the OpenGL spec, section 2.14.1,...
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    Re: z-buffer work around

    It doesn't help the final storage, but it helps the computations leading up to the final Z value. It helped a lot for Z-fighting in the distance in our engine, even though we use fixed point Z. I was...
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    Re: z-buffer work around

    It may be faster, but it would also be unreliable as there's no guarantee that the provided normals really match the input geometry. Any form of smoothed normals would be prone to artifacts. Besides,...
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    Re: z-buffer work around

    Backface culling is done before rasterization, so z-buffering have nothing to do with any artifacts you may see.
    The only reason I can see why that would happen is because your projection matrix...
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    Re: z-buffer work around

    Many of us write projects that struggle with real-time performance on highend hardware. I wouldn't want the API to chance so that molecule to universe scale application can render effortlessly at the...
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    Re: z-buffer work around

    I don't think the Z-buffer is antiquated in any way. It's done the way it is for a reason. We're trading non-optimal Z-distribution for simpler and faster hardware. Z is linear in screen-space...
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    Re: shader model setting?

    The G70 has rather poor dynamic branching performance. For this reason, the driver may decide to flatten the branch, or if it doesn't the branching performance may simply be this poor. What's the...
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    Re: Displaying a depth texture?

    This is what I usually do if it's just for debugging to get it into visible range. If you want to be more accurate though, you can compute the linear depth from the Z values.
    ...
  25. Thread: A Hard Question

    by Humus
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    Re: A Hard Question

    Here they are:
    http://ati.amd.com/developer/open_gpu_documentation.html

    Not sure if they'll help much though.
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