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Type: Posts; User: ayongwust_sjtu

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  1. Hi, arekkusu. Thanks for hitting the point. Using...

    Hi, arekkusu. Thanks for hitting the point. Using GL_RGB_INTEGER in step3, I got the CORRECT result. Yes, I actually read the latest version of Opengl programming guide. In that book, it says the...
  2. BTW, according to Alfonse Reinheart's comments, I...

    BTW, according to Alfonse Reinheart's comments, I also tested 4-component format. I still got all-zero if GL_RGBA8UI is used in step 1 and uvec4 is used in step 2.
  3. Dear carsten neumann, I appreciate for your...

    Dear carsten neumann, I appreciate for your contribution. By making the following change,

    FragColor = vec4(FaceID.x/255.0f, FaceID.y/255.0f, FaceID.z/255.0f, 1.0);

    The default frame buffer...
  4. BTW, Please click the image I post to enlarge it;...

    BTW, Please click the image I post to enlarge it; otherwise you could not see the difference.
  5. Hi, Alfonse Reinheart , I sincerely...

    Hi, Alfonse Reinheart ,

    I sincerely appreciate for your answering, and am sorry for giving you feedback late.

    I tested with your idea, by changing the type for Face ID from vec3 to uvec3, and...
  6. Dear GClements , I sincerely appreciate for...

    Dear GClements ,

    I sincerely appreciate for your help with detailed instructions. I felt quite embarrassed because I could not get the right result while I tried to follow the "right" path.
    ...
  7. BTW, just now, I also experimented GL_RGB8UI as...

    BTW, just now, I also experimented GL_RGB8UI as the internal format, GL_FALSE in glVertexAttribPointer. Such configuration does not work either.
  8. Hi,GClements, I appreciate for your help. I...

    Hi,GClements,
    I appreciate for your help. I carefully read your post and "Table 2. Sized Internal Formats" on the reference page. Yes, I attached the render buffer upon a customized frame buffer...
  9. Does fragment shader only ouput normalized values?

    I transfer unsigned bytes into vertex shader, and then forward them into fragment shader as outputs. Because I want to save these unsigned bytes into the render buffer COLOR_ATTACHMENT0, such that I...
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    I experimented and got the result that subroutine...

    I experimented and got the result that subroutine can not call another subroutine in a single shader. Take the example I posted below.
    In phong mode, the following instruction failed the program...
  11. Replies
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    Thanks for the answer. For question 2, thing goes...

    Thanks for the answer. For question 2, thing goes well by using :

    glVertexAttribIPointer( (GLuint)2, 1, GL_INT, 0, NULL );
  12. Replies
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    TWO small questions.

    Thanks for taking time to view these two small questions:

    1. Can a subroutine call another subroutine in a single shader?

    2. I have to use GL_FLOAT if I pass integers into vertex shader when...
  13. Hi, Vj, When you call gluUnproject, please make...

    Hi, Vj,
    When you call gluUnproject, please make sure winZ is not equal to 0; winZ is the depth value in DEPTH_ATTACHMENT in framebuffer of the point your mouse clicked.

    You can call...
  14. Please ignore this post; I gave up using pixel...

    Please ignore this post; I gave up using pixel buffer objects and turned to rendering buffer objects.
  15. Problem with reading color buffer out.

    Dear all, I want to read the color buffer out using the following code. Unfortunately, I got a all-zero result result. :doh: Could somebody kindly review this code below? Thanks in advance.



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