Such as 3410 x 2048
Type: Posts; User: jianliang79
Such as 3410 x 2048
Yes, My texture is RGBA.
And the sample program works fine in nVidia card.
It seems that there is a bug in Catalyst driver, when I set GL_UNPACK_ROW_LENGTH to a value other than zero, under some specific image width, the texture copied from PBO will be corrupted. I have...
You are right, after changing vec3 to vec4 everything works fine. Thank you for the suggestion!
In fact, I put a "#version 150" line in the shader since I use OpenGL 3.2 core profile (I fogot to mention this in my first post), the shader compile with no error, but the result is what I have...
I can assure that my uniform buffer layout is correct, since I have query the uniform offset by glGetActiveUniformsiv(), and the result coincides with the layout of my uniform buffer layout. And of...
I have encountered an issue about accessing array element of uniform block, the follow code can demonstrate this issue:
struct SLightSource {
vec3 color1;
vec3 color2;
};
...
Hi, Alfonse, by allocating mipmap storage before calling glGenerateMipmap() to generate mipmap for texture I have successfully avoid the crash. Thank you!
But this behaviour of AMD driver is a...
hi, nsdev:
In fact when I wrote this sample program for the first time I call glTexParameteri(GL_TEXTURE_2D, L_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); before generating mipmap for the...
I recently encounterd a problem with ATI card: when I use PBO to upload an large image(3072 x 2048) to an 2D texture, it seems that the image has been damaged during loading. This problem will NOT...
I have read that post, but I think that case is not very similar to my case.
1) In that post, that program crashed when generating mipmap for texutre, but in my case the crash is happened when I...
I have recently encountered an annoying crash problem when using GL_LINEAR_MIPMAP_LINEAR filter to sample texture image(only with my ATI card, my nVidia card works fine), to demonstrate this problem...
Thank you for the suggestion, but according to openGL specification:
In my structure, the "position" member's aligned offset is 16, and according to specification the base...
Our Application use uniform block to pass light source parameters to fragment shader when rendering a scene. Our code run perfectly in nVidia video card but can't render the correct result with an...
OpengGL sync objects was introduced in openGL 3.2。I want to know if I create a openGL 2.1 context can I use sync ojbects if my driver support GL_ARB_sync extension?
Great thanks for all your reply!
I think I have to redesign my usage of openGL.
Thanks a lot for your reply!
I have some more questions to ask.
Do your mean if I uploaded a PBO to texture by calling glTexSubImage2D() in a thread/context and call glMapBuffer()...
I know there are many posts in this forum to discuss multi-threaded openGL programming, but I have checked nearly all the articles I can googled from this forum or other websites and I can't resovle...
I know I can use two PBO objects to avoid waiting on GPU and make CPU and GPU work in parallel. But I just want to know the fact which kind of 'wait' will it do for me :-)
Thanks for your...
when I use a PBO to upload image to a texture, I have to use glMapBuffer() to get a client address to copy the image, and then unmap the PBO and call glTexImage2D() to upload the image to a texture (...