Thanks everyone for suggestions, I will pass them to OpenGL dev team and we will see what we can do :)
Type: Posts; User: MrKaktus
Thanks everyone for suggestions, I will pass them to OpenGL dev team and we will see what we can do :)
@Aleksandar: I'm working at Intel on our graphic drivers.
@tonyo_au: Thanks for sharing some info with us.
I'm encouraging everybody to give more examples!
Yes, I am, and I want to make your life easier :)
If you could talk with Graphic Drivers Developers about GL_ARB_Debug_Output extension, what type of messages you would ask them to be printed out by driver? What use cases should this extensions...
How you can specify texture units greater than GL_TEXTURE31 ?
In specification GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS is:
MINIMUM 48 for OpenGL 3.x (...
Hi, in my engine I have implemented Task-Pooling system. Then Thread0 creates main OpenGL context and rest of worker threads creates worker OpenGL contexts that share resources with main one. I want...
Nevermind, another stupid bug fixed :).
Problem solved. Sometimes easiest things can't be seen.
Problem laid in passing engine handles to gl functions.
was:
sint32 tex0 = glGetUniformLocation(m_enProgram2, "weights");
should be:...
The alpha channel was only an example to show shader with and without TEXTURE_2D_ARRAY.
Actually my FS looks like this:
#version 140
in vec2 fCoords;
out vec4 outColor;
...
If I set GL state like this:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_glTexWeights);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,0);
...
Hi everyone.
I have some problems when I'm trying to use both TEXTURE_2D and TEXTURE_2D_ARRAY in one GLSL FS program. I don't know if I am doing something wrong with OGL or GLSL but there is a...
Hi,
Yes people on nvidia site also confirmed that :).
by Chris Dodd:
My solution is now:
When I pasted this section to Fragment Shader:
// Sector specyfic data array
layout(std140)
uniform Sectors
{
vec4 v0; // [v0.nx][v0.ny][v0.nz][ lvl ]
...
Hi,
After migration from XP x86 to Windows 7 x64 (nvidia driver 197.45) my aplication is no longer working correctly.
When creating Vertex Shader I got such error log during compilation:
...
There won't be 3.5. Only 3.3 and 4.0 ath the same time :).
EDIT: Oops, sorry, didn't see that there are another pages.
Ok so does GLSL 1.50 support half/double data types or not?
I'm confused, how it looks in DX10.1?
So I can send UBYTE3 column to save VRAM and it will be extracted to UINT3 in VS on the fly?
Hi there, I have found something like this:
I can create VBO with columns types whatever I want, for eg.
UBYTE3, but in GLSL 1.50 when I am defining input variables for VS the only integer types...
Can I do something like this (part in my framework treat as pseudocode):
In constructor I prepare buffers/program connection once:
m_gpu = enRenderingContext::getPointer();
// Create...
So I understand that I could use std140 layout for UBO which gives me simplicity to update it at once but with cost of VRAM (every component is expanded to float4 I assume?).
Alternative is my...
Hi I have question, how I connect uniform buffer with array of structs in vertex shader in modern OGL 3.0+ way?
I think glUniformBuffer is deprecated isn't it?
I understand that I should create...
Ok but this is not the answer I am looking for. This all are workarounds, and I'm interested in direct testing of presence of some programmable stages in gpu pipeline.
Are there some states that...
Hi,
I know that I can get a lot of information about what my GPU can do (for eg. max texture size) but I cannot find information about shader units in specification.
How to obtain information...
Thanks a lot , you really cleared my mind :).
I heard that I can bind several V/G/F shader objects to one program object. But what happens when I call glLinkProgram ?
Which shaders for each stage will be choosed ? Or do I have to set, in some...