I tested an AMD FirePro V4900 and it gives me the same compile error. It appears that no AMD video card supports multisample images.
I opened a support ticket with AMD asking about this and they...
Type: Posts; User: paulk124
I tested an AMD FirePro V4900 and it gives me the same compile error. It appears that no AMD video card supports multisample images.
I opened a support ticket with AMD asking about this and they...
aqnuep, thanks for your response.
I think I found the reason why I couldn't bind the texture to the image. The texture was created with the GL_DEPTH_COMPONENT format. glBindImageTexture() doesn't...
I've created a texture with glTexImage2D. I want to bind it to an image using glBindImageTexture and bind it to an FBO using glFramebufferTexture2D. Is it allowed to have the texture bound to the...
I have an AMD FirePro 2270 with the latest drivers supporting OpenGL 4.2. I am getting the following GLSL compile error when I try using multisample images:
ERROR: 0:8: error(#374) Multisample...
I was able to find a fix for this problem. Apparently the Nvidia GLSL compiler (maybe all GLSL compilers do this), optimize away certain parts of the code that it deems unnecessary (especially...
I'm working on a fragment shader to read and write to image arrays. So that only one shader invocation can access a given element in the image at once, I've implemented a spinlock image to control...
I'm looking for a good way to include GLSL code in our C/C++ application. In the examples I've seen, the code is included in separate .glsl files. It would be inappropriate to include glsl files with...
Correct, I don't want to create a window.
I'm using a pbuffer instead of a FBO because I'm creating an off-screen bitmap that will be saved to a file.
I think I've found a bug with the Intel HD graphics driver but want to confirm with this community. The problem happens with an Intel HD P4000 video adapter with their latest driver. When I enable...
I tried using glDisable(GL_FRAMEBUFFER_SRGB) but it didn't fix the problem. Note that blending is not enabled. The problem happens when the edge of a triangle is downsampled from the 2x multisample...
More information regarding the source of this problem. I tested my sample code on a Intel HD Graphics P4000 integrated video adapter and there is no problem. That is, for the edges of white...
To visualize what is happening, I created a transparent bitmap from a 32x FSAA image with a bunch of white triangles. The bitmap is drawn onto a device context with a white background. The entire...
I am creating a Windows bitmap from a OpenGL multisampled pbuffer with a transparent background. I am using the alpha channel to control transparency in the resulting bitmap. The problem is that the...