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Type: Posts; User: zqueezy

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    Re: Naming resources for debugging

    why don't you use a hashmap from GLuint to std::string in your application?
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    Re: Shader Stage input output

    In fact I am.
    And also I agree that it's better to catch something in before. Maybe I'm too spoiled by D3D.
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    Re: Shader Stage input output

    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...
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    Re: Shader Stage input output

    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...
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    Shader Stage input output

    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...
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    Re: FBO, not newbie question

    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)...
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    Re: FBO, not newbie question

    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...
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    Re: FBO, not newbie question

    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...
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    Re: FBO, not newbie question

    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...
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    FBO, not newbie question

    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...
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    Re: glGetActiveAttrib

    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...
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    Re: glGetActiveAttrib

    I just wanna see from the CPU size how large the array is. Not in the shader.
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    Re: glGetActiveAttrib

    interesting but not really what I wanted...
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    glGetActiveAttrib

    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...
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    Re: WGL_NVX_DX_interop extension

    thanks a lot
    somehow I was unable to find this site...
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    Re: WGL_NVX_DX_interop extension

    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...
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    Re: WGL_NVX_DX_interop extension

    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?...
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