Okay, thank you very much for your answer Zengar.
Type: Posts; User: wizzo
Okay, thank you very much for your answer Zengar.
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 :
...
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...
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
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
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....
so does that mean that i can run glsl shader on old hardware with Mesa ?
wizzo
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
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...
bias is a parameter you ADD to something to offset it. Scale and bias are used to map a value to a certain range.
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 :
...
@PsychoLns :
thx for the info, otherwise I would have been all surprised when trying it ;)
@yooyo :
RIGHT ! sorry I spoke too fast, I knew the demo was about that, but hadn't checked it out myself
sure about this ? GL_DEPTH_COMPONENT_24 worked nicely for me, using radeon 9800 pro and of course catalyst 5.7
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...
the catalyst 5.7 do have support for FBO, and it works great
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
ok, thanks for clearing things up kingjosh.
I've seen more frustrating things than that :rolleyes: ;)
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 ?
kingjosh, are you sure of this ? gl_TexCoord is a build in variable and is passed anyway to fragment shader, am I wrong ?
wizzo
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
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...
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...
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);...