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...
Type: Posts; User: DZ4__
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...
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...
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...
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...
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...
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...
ok, and what about glClear(), does it affects only what was binded by glDrawBuffers() or everything attached to the bound FBO ?
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...