It must look amazing on big screen, indeed I will try it definitelly next year on our stereo back projector in lab. We have also normal motion tracking system but its not wirelles and cost a little...
Type: Posts; User: Matt Zamborsky
It must look amazing on big screen, indeed I will try it definitelly next year on our stereo back projector in lab. We have also normal motion tracking system but its not wirelles and cost a little...
What about using for example 16bit integer format and storing multiple data in one pixel instead of only three values per RGB(say 16x3). I dont exactly know what you are trying to do so it might not...
if you can try to use some kind of SIMD when transforming the texture on CPU(like SSE, MMX,...). Depends on machine what you are running.
you right, it's much better sollution :) , but the restrictions are the same :(
what about send 3 streams of vertices down the vertex pipeline, where only the first stream represents the real vertex position and the second+third represent the other vertices of triangle. Then in...
only blending is supported. you must do your own filtering in pixel shader.
But I am not realy sure if the blending is supported in OpenGL, it can be the same as antialiasing of floating point...
I think it's an extension in develop. See the enumerants values. All in range of 0x6000 and 0x611B. Now look at the beginning of glAti.h there is a warning:
/*
** IMPORTANT:
**
** All...
yes, R500 should be xbox 360, but I tried to get function address of glExportStreamATI and I got a real one, so it's supported in SW or HW, i don't know because don't know how to use this ext.
Has anybody ever heard of GL_ATI_memory_export? It should be supported on R5xx HW and as I tried, it really is. On the other hand, it isn't in the extension list of my Radeon x1900 with Catalyst...
when you need values from fragment shader in vertex shader, just set-up a render target(texture which you will render in), render whatever you want, bind this render target as texture and sample it...
CG can be also compiled to GLSL in version 1.5, which is still beta.
you are using clip planes right? so there is a difference in using clip planes in GLSL.
Normals won't be interpolated across the polygon, only the resulting color, which will be computed per vertex(Normal dot ligtvector). What you mean is per pixel lighting, for this kind of lighting,...
Normals won't be interpolated across the polygon, only the resulting color, which will be computed per vertex(Normal dot ligtvector). What you mean is per pixel lighting, for this kind of lighting,...
I olny tried depth stencil texture and it worked as expected:
glGenTextures(1,&m_idDepthStencil);
glBindTexture(GL_TEXTURE_2D,m_idDepthStencil);
glTexParameteri(GL_TEXTURE_2D,...
I am heavily using half in fragment programs due to better performance on GF FX cards. Everything was fine, when I used 7x.xx driver, but now I find out that using half lead the card to use NEAREST...
NVIDIA supports FBO with stencil buffer in >81.xx drivers.
I think the 10 useable interpolators include the color and secondary color. So use them. It's very well know, I think, that color and secondary color are interpolated on float basis instead on fixed...
Does the GF6800 support 32-bit float filtering? I thought only 16-bit is supported.
I'm thinking about, for what there will be WGL/GLX/... in the future? When we have EXT_packed_depth_stencil, EXT_framebuffer_multi_sample,
EXT_framebuffer_blit, we dont need OS specific code at...
I worked hard this day and I am now able to use stencil buffer with FBO :)
Here is small manual:
1. Create Rendertarget with format GL_DEPTH_STENCIL_NV, I thing it will be the same as...
I think you have specified Anisotropic filtering in driver panel. Set it to appliaction controled and all will be allright.
And now I realized that GL_EXT_texture_sRGB is here too.
I just downloaded new forcware 81.20 and in extension string is this GL_EXTX_packed_depth_stencil. Is it that, what we are waiting for? FBO with stencil buffer?
1. yes for shadow mapping
2. Nearly everything
3. Nothing except #4 and #5
4. need support for rendering to 1-component color texture
5. depth/stencil texture attachment
6. When the #4 and #5...