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Type: Posts; User: DZ4__

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    Re: Depth texture use.

    Ok, I've found the differences on this article extracted from CG Tutorial book : http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter04.html

    You were right, OpenGL normalized device...
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    Re: Depth texture use.

    Your projection matrices should not be the same. D3D has a different definition of "clip-space" from OpenGL's. So your projection matrix needs to be specific to the API in question. It's a fairly...
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    Re: Depth texture use.

    Hi.

    Yes, projection matrices, viewports etc... are the same.

    I've noticed that with OpenGL all values seems to be between 0.5f and 1.f instead of [0.f-1.f].
    So I've tested in the shader a...
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    Depth texture use.

    Hi,
    I'm trying to implement a cross-platform shadowmap DirectX10/OpenGL.

    When I'm fetching the same depth texture within the same conditions I get Z values near to 0.5f for objects near to the...
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    Re: failed to use Stencil

    Ok, I've found the problem.

    You're right there was a very hidden little bug in the engine I'm using that caused wrong culling & CW on my quad as a side effect. So the stencil seperate affected was...
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    failed to use Stencil

    Hi,

    I'm trying to port a DirectX10 piece of code but I failed to use stencil correctly.

    Here is my test :
    I have a FBO with a depth stencil render buffer attached and stencil test enabled. I...
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    Re: FBO, textures and MRT problems

    ok, and what about glClear(), does it affects only what was binded by glDrawBuffers() or everything attached to the bound FBO ?
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    FBO, textures and MRT problems

    Hi,

    I'm having several troubles with FBO use and textures attached to them.

    1) I first have an FBO with two binded textures. After a draw into it, I'd want to use the same FBO but with only one...
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