Perfect, thanks for the help!
Type: Posts; User: prideout
Perfect, thanks for the help!
Modern OpenGL lets you specify an invocation count in your geometry shader:
layout(triangles, invocations = 3) in;
I'm updating some old GLSL and I wish to use this functionality because it...
When I call glTransformFeedbackVaryings from C, I'm specifying the order of out variables within each recorded stream, and I'm also specifying which out variables belong to which streams. Correct?
...
My fragment shader is performing a raycast through a 3D texture, with potentially many iterations of a "for" loop.
It works on Windows but crashes on Linux, and I believe this is due to a timeout...
When I said "looks like", I was referring to TessCoord values, not the topology of the resultant triangles. The spec does not give any rules governing TessCoord, other than defining the interval of...
This implies that the progression of TessCoord within a patch is implementation-dependent, but that we can expect a roughly uniform sampling of domain space.
It seems natural that TessCoord would...
If my tessellation mode is triangles, does the output patch size (sent from the control shader) need to be a multiple of three?
If my tessellation mode is quads, does the output patch size need to...
Cool, thanks Dark Photon.
With AMD and NVIDIA, writing to a "patch out" variable from invocation A and reading back from invocation B does not work, even with an intermediary barrier(). The...
My post was horribly written. Let me rephrase:
What is the raison d'être of the barrier() instruction?
The answer in my head was something like this:
Given a "patch out float foo",...
Some questions about the barrier() instruction:
(1) It implies that all control shader invocations within a given patch do not necessarily have the same program counter, which goes against my...
We had a very reproducible test case for this issue and we worked with NVIDIA engineers to resolve it. It is fixed in the 270.51 beta driver that was released this week.