From the Gl4.1 spec, sec. 4.4:
All attachments must have the same layering (1d, 2d, 3d texture, cubemap...), the same sample number and the vague restriction
"The combination of internal formats...
Type: Posts; User: _x57_
From the Gl4.1 spec, sec. 4.4:
All attachments must have the same layering (1d, 2d, 3d texture, cubemap...), the same sample number and the vague restriction
"The combination of internal formats...
@tonyo_au: The default depth buffer format on most devices should be 24 bit FIXED point format. You could use a 32bit float, but be careful with mixing / comparing them.#
@VASMIR:
If i understand...
The problem seems to be
gl_FragColor = vec4 ( diffColor * max ( dot ( n2, l2 ), 0.0 ), 1 ) ;
gl_FragColor = vec4(transformedNormal,1);
The first gl_FragColor is useless, it is...
I would not say there is a "THE" standard for this, but i think it is pretty common. However the needs change wether you just implement a quick app maybe using not even as many textures as you have...
I don't think Little Body is talking about cubemapping. Google for "texture atlas" - i think that's what is meant. It is basically putting all needed textures in one bigger texture.
I do not know what is going wrong there, since it might be the drawing itself, the texture setup or the rendering afterwards... i'd suggest you install a copy of the gdebugger from...
For a better quality, yes. However, there might be cases where the described simplification is acceptable, for example when most shaded geometry is close to the middle of the screen or maybe if there...
I think the reason is that most implementations try to keep it (too) simple and assume the vector to the viewer simply to be (0,0,1) for any vertex. With the default camera pointing in negative z...
I already did, it is from glPopAttrib :(
Hi everyone,
I have a glPopAttrib causing a GL_INVALID_OPERATION. According to the man pages glPopAttrib may cause a GL_INVALID_OPERATION if it is executed between glBegin and glEnd.
However,...
Indeed. Scrolling through the sampler types in the glsl spec there is lots of gl state capsuled in sampler types.
Although these relations between the gl state and the glsl samplers are not always...
Yes it is. On p.91, chapter 8.7 of the GLSL spec it says
So it seems to me that the GLSL spec at least makes restrictions on what GL_TEXTURE_COMPARE_MODE may be to keep the GL/GLSL interface...
It is homogenous coordinate. The primary reason for the 4th w component is that it allows translations to be described as matrix multiplications, i.e.
/ 1 0 0 t_x \ / x \ / x+t_x \
| 0 1...
[/QUOTE]
I see. So,
has to be interpreted as
"For shadow forms [...], a depth comparison lookup on the depth texture bound to 'sampler' is done IN ANY CASE AND IS PERFORMED IN A WAY...
I already wondered why you wouldn't know it ;)
I knew gDebugger for a long time, however it was too expensive and i only shortly realized it was free now...
But my GLSL spec 3.30.6 says in chapter 8.7 ("texture lookup functions"):
And there (it is actually chapter 3.9.17 in the GL 3.3 compatibility spec) it says in paragraph "Depth Texture...
I am no expert in camera calibration, but the GL_PROJECTION matrix in principle does the projection only and not the camera rotation you described, which is extrinsic and should be rather applied to...
Wow, you saved my weekend, thank you! Using a sampler2D really works - but why? And why does using a sampler2Dshadow not work (on my GF9800 it does...)? What exactly is the difference between...
Has anyone any ideas why glsl always returns 0.0 when i try to access a 32 bit floating point depthbuffer texture with GLSL?
When I read out the depthbuffer with glReadPixels into a float array I...
For debugging purposes I like gDebugger very much.
You simply run the executable of the debugged project with it (preferably a build with debug info), break at some point and inspect the opengl...
Wow, that was a great history round-up... thanks!
I think i should adapt this thinking a little bit more in the future - i mean that some things may seem strange but are there because of backward...
You are right, i can easily avoid this. Why is it that I assign outputs to color numbers via glFragDataLocation first and then define a mapping to the drawbuffers anyway? Two mappings right one after...
You are right arts, thats why i always do glUniform*(glGetUniformLocation(shaderProgram, "foo"),bar) - however, the uniform does not get set using this as stated above.
Sorry, i wasn't clear about...
I have further investigated the issue:
The original cause of the problem that i cannot update my uniform variables anymore with glUniform* seems to arise from glLinkProgram:
...
I have tested it on a GF GTX 560 and a GF GTX 560ti with current driver 280.26 on Win7 64.
I have also experienced the problem on a GF 480 GTX but not on a GF 9800 (driver 266.58 for the latter)....