Hi,
I was reading Timothy Lottes' FXAA whitepaper and it mentions that it uses fullscreen triangles.
My current post-processing framework uses fullscreen quads.
The application setup:
...
Type: Posts; User: dpoon
Hi,
I was reading Timothy Lottes' FXAA whitepaper and it mentions that it uses fullscreen triangles.
My current post-processing framework uses fullscreen quads.
The application setup:
...
You could try implementing your own matrix stack that replicates the functionality of the fixed function OpenGL matrix stack. For ideas on how to implement this I'd suggest looking at the Mesa3D...
After a long stint on XNA and Direct3D I've recently come back to OpenGL. Whilst reading the specs and docs to come up to speed on the latest version of OpenGL I ended up writing a basic OpenGL 3.1...
Are you sure? I already used that in GLSL 1.30. [/QUOTE]
All I meant in my original post was that in the GLSL 1.50 spec they've added the precision preclaration for the float type to the global...
Noticed the following whilst reading the GLSL 1.50 specs with changes (GLSLangSpec.1.50.09.withchanges.pfd).
On page 45:
The fragment language has the following predeclared globally scoped...
Yes seems to work fine under Vista and Aero.
I also have an example on my site:
http://www.dhpoware.com/demos/glLayeredWindows.html
NVIDIA ForceWare 182.06 Drivers have been released and it fully supports OpenGL 3.0. Even better news is you no longer need to use nvemulate to enable 3.0 support :)
AMD ATI Catalyst 8.9 drivers are out and it contains AMD's initial phase of OpenGL 3.0 support.
OpenGL™ 3.0 support - Phase 1
This release of Catalyst™ introduces OpenGL™ 3.0 extension support....
If you're running under Vista make sure you run the nvemulate tool as administrator.
OMG! Catalyst 8.5 drivers finally expose the GL_EXT_framebuffer_multisample and GL_EXT_framebuffer_blit extensions to provide support for multisample rendering with FBOs. Somebody pinch me because I...
AMD ATI HD 2900 XT on Vista-32 here and arm doesn't move along with the bone.
Yeah this was something I put together in a hurry sqrt[-1]. It was written for clarity/educational purposes so there's a lot of room for optimization. Thanks for pointing out the optimizations. I'll...
This question has appeared often enough that I decided to put together a small demo showing how it's done. Nothing new..just putting a modern (as in GLSL shaders) spin on an old topic.
Further...
Thanks for spotting that bug for me, NiCo :)
The updated demo can be downloaded from the same link as in the original post.
I've been trying to figure out GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_blit, GL_ARB_texture_non_power_of_two, and GL_ARB_texture_rectangle for a post processing framework that I've been...
I've just released an OpenGL Alias|Wavefront OBJ file viewer demo together with full source code. The viewer supports per-fragment shading and normal mapping. The viewer is able to load most OBJ...
I've just uploaded an OpenGL demo that implements a quaternion camera. The demo shows how various camera behaviors can be combined together. The following camera behaviors are implemented in this...
When this happens it usually means that you've specified your lights - via glLight*() - before you've loaded your modelview matrix. OpenGL treats the direction of a light source just as it treats the...
You need to make the call to glLightv() before calling gluLookAt().
I wrote something similar - rendering windowless 3d content - a while back. Maybe it might contain something that will help you out? More details here.
Hey zeoverlord, thanks for the feedback. I have some questions:
I realized that I didn't need the 2nd set of texture coordinates shortly after I made my original post :)
Still not quite...
A recent project that I was working on required me to revisit the topic of terrain texturing.
I started off by looking into an offline approach whereby a single large texture is generated from a...
AFAIK GLSL support requires at least a NVIDIA Geforce FX or ATI/AMD Radeon 9500 or higher GPU. I wouldn't exactly call these high-end GPU's. Valve software also maintains a hardware survey for their...