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Type: Posts; User: wien

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  1. Replies
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    Re: AMD: struct array in UBO

    That's a C++0x feature. You'll need VS2010 or a recent GCC (4.5 I think) with -std=c++0x for it to work.
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    Re: Catalyst 10.12 and std140 uniform blocks

    Excellent. Thank you. :)
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    Re: Catalyst 10.12 and std140 uniform blocks

    Older versions did pack them like I said. I've been relying on this since uniform blocks were first introduced and my program only broke with the change to Catalyst 10.12.

    Anyway, according to the...
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    Re: Catalyst 10.12 and std140 uniform blocks

    Basically using the glGetActiveUniformBlockiv interface. Here's the code if you're interested:


    #include <algorithm>
    #include <iostream>
    #include <sstream>
    #include <string>
    #include...
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    Catalyst 10.12 and std140 uniform blocks

    Hello. When compiling a shader with the following uiform block on a HD5750 with Catalyst 10.12...



    layout(std140) uniform spot_light_state
    {
    vec3 light_color;
    float...
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    Re: upload struct array to uniform block array?

    I'm pretty sure you can do this in your shader:

    struct LightSource
    {
    vec3 Position;
    vec4 Ambient;
    vec4 Diffuse;
    vec4 Specular;
    };
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    Re: Clearing integer textures

    You'll need a GL3.0 context (or greater) in order to use glClearBuffer. I'm guessing you don't?
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    Re: Depth clear affected by GL-state?

    Hmm. I just got to try my program on an Nvidia-card and all I got back was a black screen with no errors (and a shader compile error which I've now fixed). I must be doing something fundamentally...
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    Re: Depth clear affected by GL-state?

    Hmm, neither glDepthMask(GL_TRUE) nor glDisable(GL_SCISSOR_TEST) had any effect... Weird.

    At http://www.wien-systems.no/files/malfunctioning-clear.zip is a simplified Windows-version of my program...
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    Re: Depth clear affected by GL-state?

    Thanks for the pointer.

    Hmm. The color buffer masks shouldn't matter when I'm clearing the depth attachment, dithering I haven't even touched and the pixel ownership test I assume doesn't matter...
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    Depth clear affected by GL-state?

    Hello. I'm just wondering if depth clears depend on some random GL state I've overlooked? A quick browse of the spec revealed nothing, but I may have missed something.

    Basically I'm trying to...
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    Re: AMD Releases OpenGL 4.0 Drivers

    Anyone had any luck with sampler objects on Catalyst 10.5? I can get them to somewhat work. Setting filters, anisotropy and wrap modes works just fine, but the textures come out too light. It's...
  13. Re: Catalyst crash on first SwapBuffers after resize

    Excellent, thank you. Let me know if there's anything else I can do to help.
  14. Re: Catalyst crash on first SwapBuffers after resize

    I don't use a geometry shader here so it's probably not related to your problem (well, who knows).

    But yeah, I'll see about reporting it to ATI. I just wanted a quick sanity check to avoid wasting...
  15. Catalyst crash on first SwapBuffers after resize

    TL/DR: Program found at http://www.wien-systems.no/files/catalyst-hang.zip locks up Catalyst driver or corrupts the screen on the first SwapBuffers after maximizing the window. Anyone able to...
  16. Re: FBO: Attach renderbuffers/textures to default FBO

    Yes that's what I meant. I still manage to confuse myself with the lingo. :) But, yeah. Rendering to an offscreen texture and blitting to the real backbuffer before swapping is what I ended up doing....
  17. FBO: Attach renderbuffers/textures to default FBO

    Hello. I'm wondering if it's possible to somehow add buffers to the default FBO, the one created by the context (name 0), after the fact? Say I've created a context with a single RGBA8 colour...
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    Re: "Adaptive Terrain Tesselation on the GPU"

    The slides mention the hull shader, which is a D3D11 concept, so I'm guessing it's for their next generation hardware.
  19. Thread: OpenGL 3 Updates

    by wien
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    Re: OpenGL 3 Updates

    I wouldn't go around announcing that just yet. Linus seems quite adamant he won't include anything like that unless most other trees (distros etc.) include it first.
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    Re: [ATI HD 2x00] indirect uniform array access bu

    HD3850 here and the arm doesn't move with the bone. (Vista 64)

    EDIT: Here's a screenshot for good measure...
  21. Thread: OpenGL 3 Updates

    by wien
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    16,772,572

    Re: OpenGL 3 Updates

    I couldn't find the video, but Bjarne Stroustrup said in a presentation of C++0x a while back that he knew of implementations of every proposed feature in that list except a few. No vendor has them...
  22. Re: Multiple Shaders or continuous uniform updates ?

    Just to make sure I follow... oc2k1, are you saying compiling a single instance of the shader, and changing it's object-specific uniforms (material properties for instance) between rendering each...
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    Re: Artifacts with Blinn-Phong illumination

    Thanks! That worked beautifully. :)

    http://www.wien-systems.no/forum_attachments/blinn_phong_artifact_fixed.jpg
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    Artifacts with Blinn-Phong illumination

    Hi. I've been experimenting a bit with implementing Blinn-Phong illumination in GLSL. I have mostly gotten in to work, but I'm getting a few annoying artifacts in the specular highlights on polygons...
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