It looks to me that you are drawing a quad in the (X,Z) plane (Y is constant == 1) without setting properly the modelview transformation.
This is why you don't see anything - the quad is there but...
Type: Posts; User: nsdev
It looks to me that you are drawing a quad in the (X,Z) plane (Y is constant == 1) without setting properly the modelview transformation.
This is why you don't see anything - the quad is there but...
I would initialize the texture to some known values (different than the clear values) at creation time.
I would also initialize the pixels array to some other distinct known value.
After the...
Hello community,
We have an application which runs as a loadable module inside a closed source host.
Both the host and the module use OpenGL (checked with gDebugger for the closed source...
As tonyo_au already pointed out you see only one cube as you only draw one: as the variable "tasta" may only hold one value it may be either 'a' or 's' (or something else in which case probably...
It is possible that initialisation of the object works fine but at destruction time there is no opengl context bound: maybe the window was first destroyed and your destructor is called after that.
Alfonse, from where did you deduce that I "constantly feel the need to flip the filtering mode"? Please read carefully before jumping to conclusions.
I've just said that after an year I would have...
If it's like you say it means that this bug I already raised a few months before is not yet fixed at ATI side: post
Check that post. There is a workaround suggested for this.
I was under the...
Could you try a quick workarround: before calling glGenerateMipmap() function set first the mipmap filtering mode for the texture to LINEAR_MIPMAP_LINEAR.
So instead of:
you will have:
Problem is now solved.
I did that glut application trying to reproduce the problem but it did not reproduce. So it was more likely that the problem was not the shader or render to texture process...
Yes, using exactly the same code next time we will not get the same series of faulty images. Most likely the exact same images that previously were not correctly filtered will yield correct results...
Hello everybody,
We are developing an application that applies filters to images and we extensively use the GPU via OpenGL and GLSL shaders for that. We currently experience a strange anomaly in...
Ubuntu 9.10 (kernel 2.6.31-20, gcc 4.4.1)
Maybe someone with the same GPU can give the test program a try?
I took the time to compile and run your test program but I do not get any "hiccup" lines to std out.
I ran the app with argument "3" as suggested.
Here is the only output I got on std out:
(I...
Hello,
I ran your test app on a linux box at home.
Here's part of the output:
GL vendor = NVIDIA Corporation
GL renderer = GeForce GTX 260/PCI/SSE2
GL version = 3.2.0 NVIDIA 190.53
Creating...
that is exactly what we are thinking to implement now in our application as a workaround.
i would like to also correct what I said in a previous post: calling glGenerateMipmaps before first...
Tryed also calling the glGenerateMipmaps before changing the MIN_FILTER. The crash occurs, but just a little later in this case:
- MIN_FILTER change before glGenerateMipmaps the application runs for...
Hi,
I will first describe my setup:
1. create a 2D texture (1024x1024) and bind it
2. set both GL_TEXTURE_MIN_FILTER and GL_TEXTURE_MAX_FILTER to GL_LINEAR
3. render something to it using an...