On Windows, there are missing entry point like glDrawArraysInstanced and glDrawElementsInstanced. So OpenGL 3.1 is partially supported.
The rest seems fine.
Type: Posts; User: execom_rt
On Windows, there are missing entry point like glDrawArraysInstanced and glDrawElementsInstanced. So OpenGL 3.1 is partially supported.
The rest seems fine.
I found inconsistencies with OpenGL 3.0 and extensions.
If you query the extensions with glGetIntegerv(GL_NUM_EXTENSIONS, ..) + glGetStringi(GL_EXTENSIONS, ...), you will get old fixed pipeline...
Wasn't Vista supposed to have a 'Direct3D'/OpenGL wrapper instead of the ancient GDI wrapper.
Looks like the promised feature was dropped in the 'final' version ...
The slow down you've noticed is that the ATI renderer is reverting to a software rendering method that strictly follows the OpenGL specification instead of rendering incorrect results.
The Win32...
You still implement the Cg path, but not using the ARB_shadow (I'm doing it for my DX9 render path, which is using HLSL (which is using Cg syntax)
Correct shadow mapping requires a step by step...
I shouldn't use this 'old' approach using the ARB_shadow (unless you are targetting 7-year old hardware like the Geforce 3 or Geforce 4).
Instead, you should consider the 'GLSL' approach, with one...
OpenGL Extensions Viewer report 'GL_ATI_separate_stencil' as an alias of EXT_stencil_two_side in the OpenGL 2.0 core features set list which is the different implementation, but producing the exact...
I've just tried my skinning code (using 4 weights per vertex, 4 omni lights shading with specular - it's a self generated shader code-):
This one is doing a VPU recover (!) on ATI 9800 Pro /...
You need to do thoses following steps:
- glGenFramebuffersEXT
- glBindTexture
- Set texture parameters : You must set GL_TEXTURE_WRAP_S and T and GL_TEXTURE_MIN and MAG filter. If you don't do...
Last time i've checked, the 3DLabs GLSL Skinning demo was still running in software rendering on ATI 9800 / Cat 6.1 due to an out of temporary registers.
If you can confirm that particular demo...
It seems to be debug output from the SiS driver.
Sound like that they are shipping 'debug' version of OpenGL drivers for customers.
Just ignore them or ask the SiS Developer Relations (if such...
Thanks for your reply. I've got 3 more questions concerning Cg.
1. What about using sin cos in vertex shader?
You need GL_NV_vertex_program2_option again, but it is not supported on ATI.
...
Yes it is still not fixed.
You could use Cg (using ARBvp1.0 program), but your code will optimised for R300 Generation (Radeon 9500).
ARBvp1.0 profile is lacking important features for...
Except that ATI doesn't support alpha-blend floating point textures in OpenGL, even with the Radeon X1800 (it does, but in software rendering) ...
Once you've created your AGLContext, you don't need to re-create an OpenGL context if you change resolution or switching back to the windowed mode.
Instead, just change your resolution back to the...
Here:
DirectX 9.0c SDK Summer 2004
This one works with Windows 2000.
Or this link
Doing the same thing (maybe smaller to download)
There is easy check for that:
Run the DirectX Caps Viewer, (C:\Program Files\Microsoft DirectX SDK (December 2005)\Utilities\Bin\x86 if you have DXSDK installed)
Look at
DirectX Graphics...
There is indeed a problem with texture atlas, more exactly the 'texture bleeding' problem.
It works fine for font page, sprites, where usually border between bitmap is black and alpha is zero, but...
Assuming thoses following extensions are available on your video card : (Radeon X1800 ?)
WGL_ARB_PBuffer,
WGL_ARB_render_texture,
WGL_ATI_render_texture_rectangle,
WGL_ATI_pixel_format_float...
If you need some figures :
On a Radeon X1300 (should be the same for a Radeon X1800)
Vertex Program : 256 instructions max per shader (65536 if emulated). Geforce 7800 has 512 instructions max....
The lack of temporaries registers is a bug of the ATI GLSL compiler, not an hardware issue.
I have some shaders that failed to compiled due to a lack of temporaries registers, but the same shader...
I had the 'similar' problem in OpenGL/ATI Radeon 9800 (at least): texture float value got clamped especially especially when a fragment shader is writing into it (or reading from it).
But on...
For one PBuffer, you need one HPBUFFERARB, one HDC and one HGLRC.
Create the HPBUFFERARB from wglCreatePbufferARB.
Pass the HPBUFFERARB to wglGetPbufferDCARB and it gives you the HDC.
Pass the...
In the initialization (InitGL) , try to add (assuming that you are using GLEW)
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(1);
Or add a
Sleep(1000/60); // Win32 functions
after the...