One more concern, i was using glVertexAttribP4uiv with GL_INT_2_10_10_10_REV. For signed data type, we have to use same API. So i was calling it with GL_INT_2_10_10_10_REV enum and data which i used...
Type: Posts; User: debonair
One more concern, i was using glVertexAttribP4uiv with GL_INT_2_10_10_10_REV. For signed data type, we have to use same API. So i was calling it with GL_INT_2_10_10_10_REV enum and data which i used...
Thanks a lot guys.
I thought glVertexAttribP4ui works with buffer objects so i was passing it 0 as offset. I didn't understand 'y'. And when i passed array into it, it was giving black because AMD...
Sorry, i didn't get you.
I am setting it to non zero values though red, green, blue variables in my code and finally doing bit-wise operations. Please correct me if wrong.
when i comment glEnableVertexAttribArray() i get a black color. Seems that it fails to take color values.
thanks for the quick one.. :)
Now, i commented glEnableVertexAttribArray() call keeping rest same. now i get a black color..
i have been trying to use glVertexAttribP with GL_UNSIGNED_INT_2_10_10_10_REV but stuck up at some point.
here is my code
GLuint red=0,green=511,blue=511,alpha=3;
GLuint val = 0;
val...
I am using texture wrapping modes in my code with tex cords ranging from 0-2. I am getting different output on driver A and B. I am bit confused about which one is correct. I am attaching images in...
If anyone wants to pursue masters in US, what is the job scene there?
dude, check out the link given in 3rd post in this discussion, apply that patch and it loads the pointers perfectly..
Thanks, it works with patch.. :)
Does anyone have patched glew.so which will work for GL 3.2 ? As getting extensions using glGetstring(GL_EXTENSIONS) fails on core 3.2, it gives segfault.
Thanks you so much..!!
Just curious to ask, when i change eps1 to 3 i get texture repeated 3 times on each face concentrically and for all the values >3 it repeats 4 times. Could not figure out...
I am trying to apply wrapping modes to cube map texture. Here are my tex-coordinates
#define eps1 1.0
GLfloat tex_coords[] = {
/* +X side */
1.0, -eps1, -eps1,
1.0, -eps1, eps1,
Bounce..!!
how does GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD and LOD_BIAS works?
To check it visually, i have created 6*6 texture wth mipmapping and if for values > 0.5 for MIN_LOD i get a 3*3 texture...
Thank you so much..!!
Is it possible to use GL_REPEAT for array textures in all directions ( width height depth) just like we use for GL_TEXTURE_2D to repeat the texture when tex cords exceeds 0-1? Which wrapping modes...
I have modified my transformations, but still i am getting weird o/p
For light view: pass 1:
from[]={2,2,-2};
at[]={0,0,0};
up[]={0,1,0};
createview_matrix(&camera_matrix,from,at,up,1.0)
Really sorry, i had posted wrong shaders. Now corrected it in my first post..
Can you please check the shaders above?
Thanks for your reply.
I am rendering the cube in depth texture and i want the shadow of the cube on below platform.
I tried by changing light positions and projection to ortho (currently it...
Hi,
I read some tutorials on shadow mapping and implementing a simple program for it. But i am getting some weird output. Here is my code:
I am copying here minimal code:
render_to_depth()...
Does GL_RGB32I support for 4x or 8x multisampled textures in call glTeximage2DMultisample? Are there any other formats which do not support 4x or 8x ?
What do you mean by out of order? You can't see anything rendered or what?
Also in your last post, i cant see
glBindRenderbuffer(GL_RENDERBUFFER, m_depthID);
call.
For depth test...
Where are you attaching your color attachment to FBO?
Also, if problem is related to only depth test, post your full code where you are making glDepth calls..
same output when i use GL_RGBA format.