why don't you use a hashmap from GLuint to std::string in your application?
Type: Posts; User: zqueezy
why don't you use a hashmap from GLuint to std::string in your application?
In fact I am.
And also I agree that it's better to catch something in before. Maybe I'm too spoiled by D3D.
Ahh OK. Sorry for posting here then, all my fault and please remove/move this thread.
Hope I can retrieve the interface (output) block of the vertex shader from the CPU side of a compiled shader...
First: thanks for your interest
lets' say I've got a vertex shader outputting:
out vec3 vSomeParam;
Now I have a fragment shader getting (obviously) as input:
in vec3 vSomeParam;
Trouble...
heyhey,
I'm currently writing a shade tree (Cook) and unfortunately it's difficult to retrieve the output variables of a (previous) shader stage. I know they might be removed by the linker finally...
Yes, I guess there is some memory problem which is hard to figure out. I create the textures before I bind them all and they are created without error.
the problem (GL_FRAMEBUFFER_UNSUPPORTED_EXT)...
1 depth texture (I can switch between 24 and 32 bit)
1 (viewspace-)position texture 4 float RGBA GL_FLOAT
1 normal texture 3 float RGB GL_FLOAT
1 material texture 4 float RGBA GL_FLOAT
1 tex...
Thanks, for trying to help me.
yes, I check for the size. All rendertargets (and also the fbo) are recreating when resizing the application.
my gbuffer is 3 times my window-size.
When my app hits...
hm... that was already a good hint... unfortunately I still get GL_FRAMEBUFFER_UNSUPPORTED_EXT. especially because my GL_MAX_RENDERBUFFER_SIZE is 16384!
all textures have the same size but different...
hey everybody,
In my application I use an fbo with different attachments. To be honest the attachments are quite heavy as I'm implementing some crazy deferrred shading. They are not really optimized...
OK, I tested it on a Geforce GTX 480 and NVIDIA doesn't make life much easier.
The output for the first index gives me the correct size, the second is 1:
DummyStuff[0] size is 5
DummyStuff[1] size...
I just wanna see from the CPU size how large the array is. Not in the shader.
interesting but not really what I wanted...
hey folks,
I've got a problem on how to get the array size of a glsl attribute using glGetActiveAttrib
#version 410
in vec4 Position;
in vec4 DummyStuff[5];
in vec4 vSuperDummy[3];
in...
thanks a lot
somehow I was unable to find this site...
yes, I know this presentation. but let me ask differently:
What is the hex/dec-value of the WGL_ACCESS_READ_WRITE_NVX constant (and others). Or in which header (.h-file) did you find them? Do I need...
heyhey,
I know the thread has been opened (and closed??) a long time. but I would like to ask some questions anyways:
WGL_ACCESS_READ_WRITE_NVX where did you find the values for these constants?...