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Type: Posts; User: MrFrustum

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  1. GL_ARB_shader_stencil_export not supported

    Hi,

    i'm trying to understand why this extension is not supported on Nvidia hardware. I installed the latest driver driver it is not yet supported! It was approved almost three years ago!

    Is it...
  2. Replies
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    605

    glCopyImageSubData

    Hello,

    i have an FBO with color texture and depth buffer texture. My question is: is possible to copy the depth buffer texture into the main window depth buffer using glCopyImageSubData?? I just...
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    0
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    700

    Perspective Shadow Map

    Hi,

    i'm trying to implement this shadow technique. Anyway, looking around for some code examples, it seems that i have to create a copy for all the shaders to insert custom matrix multiplication...
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    2
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    939

    Re: GPU Video decoding

    I am referring in particular to the GL_NV_vdpau_interop extension. VDAPU seems a collection of API to off load video decompression to GPU via openGL but it seems it doesn't work for windows. I...
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    2
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    939

    GPU Video decoding

    Hello,

    is it possible to decoding video on GPU via OpenGL under Windows?
    Maybe using some extensions?

    Thank you
  6. Replies
    1
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    759

    Terrain and airport

    Hello,

    here is my problem not strictly related to OpenGL. I developed a quadtree based terrain engine ( regular grid Chunked Lod ). Now i want to put on it some models like an airport's runaway....
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    2
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    999

    Re: glDrawElementsBaseVertex

    It works :)!

    Thank you
  8. Replies
    2
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    999

    glDrawElementsBaseVertex

    Hello,

    this is my problem:

    i have n meshes stored in a vbo. The meshes have the same structure ( same number of vertices ). So i need only one array of indices and specify an offset for each...
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    5
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    2,931

    Re: gl_FragCoord.z confusion

    Yes i would like to write my custom depth testing when i need it ( to avoid Z-fighting for example ). So is not possible to access depth buffer in the fragment shader.
    Right?

    There is a similar...
  10. Replies
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    2,931

    Re: gl_FragCoord.z confusion

    :) ok ok.

    I'm trying to figure out how to access depth buffer directly in the fragment shader. It seems that DX10 can do that via Shader Resource View without rendering into a texture and binding...
  11. Replies
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    2,931

    gl_FragCoord.z confusion

    Hello,

    my question is simple.

    Where do gl_FragCoord.z come from?

    Is it coming from the rasterizer ( the eventually new incoming depth buffer value ) or is it the actual value grabbed from...
  12. Replies
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    4,426

    Re: glGenerateMipmap(GL_TEXTURE_2D_ARRAY)

    I'm using a wavelet compressed format like ecw and jpeg2000 from satellite image and dted data. The decompression is done on the cpu at run-time. So yes, i could work around generating each mipmap...
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    4,426

    Re: glGenerateMipmap(GL_TEXTURE_2D_ARRAY)

    Thank you Alfonse.

    Oh this is not a good news... Because i think that texture array are very good for terrain. You have to bind only one texture for each patch and you can improve further using...
  14. Replies
    6
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    4,426

    glGenerateMipmap(GL_TEXTURE_2D_ARRAY)

    Hello,

    i'm trying to streaming textures for an out of core terrain rendering system. GL_TEXTURE_2D_ARRAY seems the way to go. I create a GL_TEXTURE_2D_ARRAY with for example 128 layer. Each frame...
  15. Replies
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    2,211

    Re: GL_SAMPLE_POSITION return null values

    Thank you kyle_. You are right. You need to bind the fbo before making the query :).
  16. Replies
    3
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    2,211

    Re: GL_SAMPLE_POSITION return null values

    Help :) !

    Anyway I know that the position is express like (x,y) position. The range is between (0.0, 0.0 ) .. ( 1.0, 1.0 ) with (0.5,0.5) as pixel center.
    My question: Wich is the extent of...
  17. Replies
    3
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    2,211

    GL_SAMPLE_POSITION return null values

    Hi,

    i'm succesfully using GL_ARB_texture_multisample extension. Anyway, when i try to query for GL_SAMPLE_POSITION, i get always zeros. My graphic card is a Nvidia Shader Model 4.0.

    Here is...
  18. Replies
    8
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    3,232

    Re: MRT with different size,viewport,format

    Hi,

    i have studied a lot :).

    MSAA is good for edge but, for internal part of a primitive, each sub-sample will be evaluated with the same color/texture value. So rasterizing a 4xMSAA with...
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    3,232

    Re: MRT with different size,viewport,format

    Dark Photon, your technique seems to be really cool. Anyway let me check if i understand.

    Suppose we have a screen resolution of 1600x800. To save bandwidth, we implement deferred shading using...
  20. Replies
    8
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    3,232

    Re: MRT with different size,viewport,format

    Hi,

    thank you for your answer.

    I know glViewportArray and i tried it with layered rendering but it is a different thing. Anyway with layered rendering you need to provide a 3D texture or an...
  21. Replies
    2
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    1,353

    Deferre shading with multiple viewports

    Hi,

    my main problem is to create a G-Buffer with different resolutions and format for each textures but i know that the viewport setting is the same for all the textures. I tried with...
  22. Replies
    8
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    3,232

    MRT with different size,viewport,format

    Hi,

    i want to draw into a G-Buffer with MRT. The G-Buffer is composed by an FBO with 3 attached textures with different size and different format. So, in order to render correctly, i need...
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