Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: YarUnderoaker

Page 1 of 4 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    2
    Views
    763

    Thanks. I had hoped to use built-in wrapping, but...

    Thanks. I had hoped to use built-in wrapping, but in this case it is necessary to make it programmatically.
  2. Replies
    2
    Views
    763

    texelFetch & GL_REPEAT

    I noticed that the GL_TEXTURE_WRAP_* parameters of texture working different on AMD and NVIDIA platform when texture coordinates out of the texture's size for texelFetch.
    AMD applying wrapping...
  3. AMD Catalyst 13.4 - GL_ARB_multi_draw_indirect BUG

    I noticed the MultiDrawElementsIndirect ignores baseInstance in commands. It always has zero value.
    Dear AMD's residents, please fix it. This feature is very useful.
  4. gDebugger help me. Error was trivial - second...

    gDebugger help me.
    Error was trivial - second setting of uniform was happens for other shader program where not that uniform.
    So there is no driver bug, only curved hands :whistle:
  5. I agree, but it is hard to cut code from...

    I agree, but it is hard to cut code from framework and make it clear to all. My hope is that someone faced a similar problem.

    I think most likely problem in driver - it can't properly setup index...
  6. Shader buffer storage: second set of uniform cause INVALID_OPERATION

    Hi.
    Here is shader code


    layout(std430, binding = 4) buffer MVMatrix
    {
    mat4 ModelView[];
    } mvMat;

    uniform int ObjectIndex;
  7. Replies
    20
    Views
    11,442

    Re: GPU-accelerated path rendering

    Yes, everything is clear and simple. I have low skill of using Visual Studio, but I could easily compile examples.
    Thank you very much for this great extension.
  8. Replies
    20
    Views
    11,442

    Re: GPU-accelerated path rendering

    I added GL.PathCommandsNV(pathTemplate, 0, nil, 0, GL_FLOAT, nil) before and error is disappeared.
    I guess, in SDK demo this line must be too, because after I added it, stroke width start look...
  9. Replies
    20
    Views
    11,442

    Re: GPU-accelerated path rendering

    I'm trying to port nvpr_font_file demo to Pascal. All works fine, except

    glPathParameteriNV(pathTemplate, GL_PATH_STROKE_WIDTH_NV, 50);
    glPathParameteriNV(pathTemplate,...
  10. Re: Problem with glCompressedTexImage3D....

    My algo to do this



    function blockOffset(x, y, z: Integer): Integer;
    begin
    if z >= (d and -4) then
    Result := fElementSize * (cw * ch * (d and -4) + x + cw * (y + ch * (z - 4 *...
  11. Re: Problem with textures with different graphic cards

    Can you show a screenshot with wrong result?
  12. Re: Problem with glCompressedTexImage3D....

    Unfortunately NV_texture_compression_vtc is can be turned off,
    so you must shuffle blocks of image.
  13. Re: Problem with textures with different graphic cards

    Looks right.

    A couple of comments
    GL_CLAMP is deprecated,
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB - deprecated token for texture internal format
  14. Re: So where's an example tessellation shader?

    Shaders from TessMark :whistle:

    /////////////////////////////// Vertex shader
    #version 400 core
    in vec4 In_Position;
    in vec4 In_Normal;
    in vec4 In_UV;
    uniform mat4 WorldMatrix;
    uniform...
  15. Re: So where's an example tessellation shader?

    No time has come for tessellation, Carmack still use OpenGL 2.1 xD
  16. Replies
    13
    Views
    3,395

    Re: GL_EXT_transform_feedback problem

    Ups, sorry for my curves hands.
    I mean GL_EXT_transform_feedback is True
    starting from NVIDIA GeForce2 MX, ATI Radeon X600 and Intel GMA
  17. Replies
    13
    Views
    3,395

    Re: GL_EXT_transform_feedback problem

    By the way, GLViewer said GL_EXT_transform_feedback supported by all must VGA, is that right?
  18. Re: Possible to stitch 2 meshes in geometry shader?

    Geometry shader designed for massive parallel per primitive operations. For such a purpose like yours, it's not very suitable istrument. If this is a single operation, it is better to doing it by...
  19. Replies
    14
    Views
    7,267

    Re: Pushing / popping the current program

    glUseProgram(1); // Async call, command stored to queue
    glUseProgram(2); // Async call, command stored to queue
    glGetIntegerv(GL_CURRENT_PROGRAM, &currProgram); // Wait for all queue executing,...
  20. Replies
    27
    Views
    10,985

    Re: Double Precision

    My two cents, latest CUDA still doesn't support double precision float as a texture format. Only possible to use int2 and cast it to double.
  21. Re: gl_Position undef in ARB_separate_shader_objects?

    someone should be fired for such an attitude
  22. Replies
    14
    Views
    7,267

    Re: Pushing / popping the current program

    gDebugger said
  23. Replies
    14
    Views
    7,267

    Re: Pushing / popping the current program

    Sounds like the right hand does not know what left hand is doing. You must make your state machine, which remembers the current shader program.
  24. Replies
    2
    Views
    1,641

    Re: question about texelFetch

    Try glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
  25. Replies
    10
    Views
    5,478

    Re: AMD's GLSL optimization

    Okay, I'll explore that option.
Results 1 to 25 of 80
Page 1 of 4 1 2 3 4