I don't post here very often, specifically to avoid getting responses from Alfonse.
Edit: Did I give the impression I have more merit?
Type: Posts; User: Foobarbazqux
I don't post here very often, specifically to avoid getting responses from Alfonse.
Edit: Did I give the impression I have more merit?
Some current mobile hardware has programmable blending exposed via NV_shader_framebuffer_fetch. Is it unreasonable to think that current or near future OpenGL hardware might have similar...
V-man, are you saying that GLEW doesn't meet your needs, but if would if it had a Kronos Group "Seal of Approval"?
Probably not, rich people/companies (like iD and Blizzard) have been pushing to change OpenGL stuff for years and it has largely hasn't affected anything.
Eric Lengyel says you are wrong about alpha testing. Please stop spreading misinformation.
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=261995#Post261995
Can you provide us with a link or a citation for this claim, please? [/QUOTE]
http://www.slideshare.net/Mark_Kilgard/gtc-2010-opengl Page 97 is one.
We've been screaming it since July 2008, that's 3 years ago, it doesn't seem like the people we need to convince are listening.
The functions are called floatBitsToInt, floatBitsToUint, intBitsToFloat and uintBitsToFloat. You have to use glsl version 400 or the ARB_gpu_shader5 extension.
Page 326 of the Opengl 4.0 Compatibility spec (page 230 in the core spec, somewhere in the 4.1 spec) it says which sounds like it does what you want.
It's strange that this is mentioned in the...
I've found myself wanting this. Maybe it would make more sense to use instancing, and have a separate query result per instance.
You enable texture coord array, color array and vertex array, but you set the pointers for texture coord array, normal array and vertex array.
You probably want something like
I'm using Ubuntu x64. I download the catalyst drivers every couple of months, and they work without any special effort.
NV_vertex_program2, NV_vertex_program3 and NV_gpu_program4 support recurise subroutine calls.
In http://www.opengl.org/registry/specs/ARB/tessellation_shader.txt TESS_CONTROL shaders sort of have shared memory.
So a couple of previous posters have pointed out that NVIDIA says that a core profile might be slower. Here's a link for people who want to check that....
I posted a response to this thread yesterday, is it showing up on your computer? This feature is not Direct3D 10 only, it has been in OpenGL in every version from 1.0 to 4.1, it just has a different...
OpenGL calls it PolygonOffset. Off the top of my head you do something like
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(someNumber,someOtherNumber);
I vauglely remember reading that...
I tried using a geometry shader to render to a layered framebuffer on a ATI HD4350(PC was running x64 Ubuntu) and had a similiar result i.e. Only one layer was rendered correctly, the rest were...
That works, but have you considered, instead of transforming the light positions into tangent space, transforming the tangent space normal into world space or eye space(whatever space the light...
What hardware are you using? [/QUOTE]
Radeon HD5770
The ARB_texture_query_lod extension spec talks about a function textureQueryLOD, and the GLSL 4.00 spec talks about a similar function called textureQueryLod.(note the difference in CapiTALizatIOn)....
The extension spec says
Which implies that that glBindSampler(0, this->SamplerName) is correct.
Howevet the extension spec also says
Which implies that glBindSampler(GL_TEXTURE0,...
It would be useful for exponential shadow maps.
In section 1.2.1 of the GLSL 3.3 spec (Summary of Changes from Version 1.50) it says
"Added Appendix A to describe include tree and path semantics/syntax for both the language and the API...
5 is already covered by EXT_direct_state_access.