Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: PanzerSchreck

Page 1 of 10 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    2
    Views
    1,503

    Re: unknown builtin parameter

    It much likely means that the current GL-implementation can't use gl_FrontFacing. It's in the specs, but at least on ATI (haven't tried with newest drivers), there was no hardware support for...
  2. Replies
    1
    Views
    524

    Re: New ATI Drivers, GL_FOG slowdown

    See here .
  3. Re: "The GLSL vertex shader will run in software"

    So you got my sample app then ;) Hope you didn't mind it was written in delphi. It's nice to see that ATI cares.
  4. Replies
    6
    Views
    371

    Re: just vertex shaders

    No, it's allowed to either only have a vertex shader or only have a fragment shader attached and linked to a program object.

    There should be no problems at all. The only problem would be the size...
  5. Re: "The GLSL vertex shader will run in software"

    Looks almost 100% like a bug. I've just tested it with a sample-app of mine, where I use a blur-shader. And as soon as I just use a plain glEnable(GL_FOG); I get the same error.

    So I guess it's a...
  6. Re: "The GLSL vertex shader will run in software"

    Are you shure that this is all you do in your shaders? I'm having zero problems running Cat 4.7 on a Radeon 9700, even when using more complex glSlang-Shaders.

    Is it possible that something went...
  7. Replies
    8
    Views
    381

    Re: clipping planes

    Hope this quote from the official glSlang-Specs clears things up :

    So for the vertices to be clipped against your clipping planes, you'll need to write their coordinates to (if I'm not...
  8. Replies
    12
    Views
    1,906

    Re: rendermonkey 1.5

    No, it's still not out. There is a developer-version (that you can't get public) from 3DLabs (which develops the GLSL-part of RM), and someone from 3DLabs even told here on the forums that it would...
  9. Replies
    2
    Views
    499

    Re: gl_TextureMatrix on NV

    You need to tell your shader what texture matrix you acutally want to use, for example :

    coord=gl_TextureMatrix[0] * gl_MultiTexCoord0; For the texture matrix of the first TMU.
  10. Replies
    5
    Views
    560

    Re: Deleting program/shader objects

    @Docs :
    You can find them here : http://developer.3dlabs.com/openGL2/slapi/index.htm

    @Multiple Shaders :
    That's because you can have parts of a shader in multiple shaderobjects (those parts...
  11. Replies
    5
    Views
    560

    Re: Deleting program/shader objects

    The specs clearly state that shader objects are NOT (always) deleted when you delete a program object that contains them. That's mostly because you can reuse shader objects in different program...
  12. Re: Missing extensions on Radeon 9000...

    It's your hardware. Radeon9000 = Radeon8500 with some useless additions and rebranded to make money out of an old piece of HW again. And Radeon 8500 means PS1.4 only, which are not enough for...
  13. Re: Missing extensions on Radeon 9000...

    glSlang is only supported on Radeon 9500 and up, so a Radeon 9000 (which is in fact only a Radeon 8500, just renamed) won't work.
  14. Re: how can I know how much the video memory my program used

    OpenGL won't tell you that, but if you mostly use objects whose size is known to you, then why not count the consumption by yourself?
    If you for example only use textures and VBOs, then it should be...
  15. Replies
    2
    Views
    360

    Re: OpenGL - Delphi, Kylix

    I'm a team member and MOD over at the german delphi opengl community and was also part of the team that created newer delphi headers for opengl (and maintains). We also have an english infopage...
  16. Replies
    11
    Views
    1,068

    Re: lighting...

    You won't for now get the same performance as the FFP. And besides this, most modern cards nonetheless don't have a FFP anymore but emulate it via shaders.

    But you need to remember that all...
  17. Re: shaders for imaging workaround problem

    The problem mentioned here has been discussed many times here (including a thread started by me) and it's a problem with ATI's current glsl-implementation I guess. This problem was present in ARB_FP...
  18. Replies
    3
    Views
    1,745

    Re: sampler2d

    uniform sampler2D baseImage;
    uniform sampler2D shadowMap;
    uniform int TexCoordIndex;

    void main(void)
    {
    gl_TexCoord[TexCoordIndex] = gl_MultiTexCoord0;
    }And all you have to do is set...
  19. Replies
    4
    Views
    744

    Re: matrix from gl to glsl

    Is it so hard to take a look at the glsl-specs? There are plenty of matrices predefined (although there could be some more like in ARB_VP/ARB_FP) :
    mat4 gl_ModelViewMatrix mat4 gl_ModelViewMatrix...
  20. Replies
    15
    Views
    1,615

    Re: rendermonkey

    Any news on a release-date? I just got an ftp-link for the newest version (I guess...it's 1.5 build 347) and the glsl-part already looks good (although I had some access violations on exiting and one...
  21. Replies
    9
    Views
    465

    Re: glMatrixMode error

    glMatrixMode...if it's written in a book, it doesn't mean that it's spelled right.
  22. Re: Graphics card capabilities for DEVELOPERS

    Dunno'bout Nvidia (as their developer-page is much huger as ATI's, I guess they have such a thing too), but ATI have a document called "Radeon 9700 OpenGL Programming and Optimization Guide" which...
  23. Replies
    14
    Views
    2,047

    Re: PBuffer & Texture Sharing

    wglShareLists does exactly that, although it's name won't suggest it ;)
  24. Replies
    15
    Views
    1,615

    Re: rendermonkey

    ATI promised RM 1.5 with GLSL-Support for April, but remeber that the GLSL-Part of RM isn't developed by ATI, but by 3DLabs. So ATI may have no influence on the releasedate of that version...but...
  25. Re: More than 3 texture3D lookups hangs application

    That's a known flaw in ATI's current glsl-implementation. I've noticed that (with 2D-texture lookups) some months ago, but ATI still haven't fixed this.

    This was btw. also the case with ARB_FP,...
Results 1 to 25 of 229
Page 1 of 10 1 2 3 4