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Type: Posts; User: wizzo

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    Re: everything is inlined, right ?

    Okay, thank you very much for your answer Zengar.
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    everything is inlined, right ?

    Hi,

    I just wanted confirmation that everything (at least as far as branching is not concerned) is inlined in a shader ?

    Meaning that if I want to clear up my code with someting like :

    ...
  3. Re: Collision detection between concave objects using occlusion queries

    Hi yalmar.

    I wrote this some time ago :
    http://ece.fr/~miffre/Files/GPUCollisionDetection.rar

    The coding is not in the best style, and iirc, the technique didn't work perfectly, but maybe it...
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    Re: How can make a bump normal map

    Hi !

    I wrote a tool that does the same thing on the GPU. It uses a 3x3 sobel filter, the same as ATI's tool

    http://www.ece.fr/~miffre/

    wizzo
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    Re: Extension loading

    yeah thats what i thought so.

    Thanks for the info about renderMonkey on Mesa, I thought about NVemulate and i will lok into that.

    thanks for the help,
    wizzo
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    Re: Extension loading

    aw no, i'm not under linux, its just that I am making a school project with a couple people that dont have the necessary hardware, but that are supposed to run the app for testing their own coding....
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    Re: Extension loading

    so does that mean that i can run glsl shader on old hardware with Mesa ?

    wizzo
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    Extension loading

    Hi

    when an extension is not supported (eg. glsl on gf4 like hardware), is it executed on software by the driver, or not executed at all (ie function pointers are NULL) ?

    wizzo
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    Re: question about parallax bump mapping

    There my responses will get a little bit more fuzzy :rolleyes:
    #1 - there isn't 1 set of correct scale/bias values : I've seen a couple demos implementing this effect, and sets where different...
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    Re: question about parallax bump mapping

    bias is a parameter you ADD to something to offset it. Scale and bias are used to map a value to a certain range.
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    Re: question about parallax bump mapping

    Just to be sure we are talking about the same thing : is that it ? http://www.ece.fr/~miffre/Images/parallax.png

    if it is, it's not multipass
    have a look at this :
    ...
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    Re: FBO support on ATI cards? When to expect?

    @PsychoLns :
    thx for the info, otherwise I would have been all surprised when trying it ;)
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    Re: copying from texture to vertex buffer

    @yooyo :
    RIGHT ! sorry I spoke too fast, I knew the demo was about that, but hadn't checked it out myself
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    Re: FBO support on ATI cards? When to expect?

    sure about this ? GL_DEPTH_COMPONENT_24 worked nicely for me, using radeon 9800 pro and of course catalyst 5.7
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    Re: copying from texture to vertex buffer

    hum, as I understand it, PBO isn't a render target per se (as FBO is) : it's just a mean to manage pixel-level data in video memory. Anyway, I've never used them, so I can't be too sure.

    To...
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    Re: FBO support on ATI cards? When to expect?

    the catalyst 5.7 do have support for FBO, and it works great
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    Re: FBO with RGBA32F texture supported?

    well, it depends on your hardware. texture_float are available on very few hardware

    check here:
    http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_float
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    Re: Newbie Texture mapping help

    ok, thanks for clearing things up kingjosh.
  19. Thread: Maybe bug?

    by wizzo
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    Re: Maybe bug?

    I've seen more frustrating things than that :rolleyes: ;)
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    Re: Newbie Texture mapping help

    yeah that's what I thought.

    Is it the same with gl_Light[] ? I mean, if you have no glEnable(GL_LIGHTi) in your code, are the gl_LightSourceParameters[NB_SUPPORTED_LIGHTS] passed anyway ?
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    Re: Newbie Texture mapping help

    kingjosh, are you sure of this ? gl_TexCoord is a build in variable and is passed anyway to fragment shader, am I wrong ?

    wizzo
  22. Thread: GL 2.0 GLSL

    by wizzo
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    Re: GL 2.0 GLSL

    glCreateShader;
    glCreateProgram;
    glLinkProgram;
    etc...

    are the ones I suppose. I just converted my functions too, but I can't verify right now, although everything fits fine.

    wizzo
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    Re: Shaders: where to start?

    I don't think so =)
    seriously, shaders are VERY interesting to develop, just go for it

    GLSL won't run on on gf4 (geforce fx and radeon 9500 are requiered).
    As far as I know, cg will most...
  24. Re: allow texture*Lod in fragment shader AND stick to the specs ?

    I think I'll wait for the extention to come out, because the lod I want to apply has nothing to do with the camera-surface distance, so I don't really know how to bias it.
    (maybe compute my own lod...
  25. Re: allow texture*Lod in fragment shader AND stick to the specs ?

    Concerning the bias parameter, the specs says

    The problem is that I donc know how to modify the lod at will using the bias parameter :(

    If I write
    texture2D(colorMap, texCoord, +2);...
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