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  1. Replies
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    eye coord to texture coord

    Hi



    I have seen some examples where when trying to convert a point in eye coordinate to normalized tecture coordinate space (between 0 and 1) from within the fragment shader , the fllowing...
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    170

    Note that the output buffer is sent in to the...

    Note that the output buffer is sent in to the shader program by address , not by buffer object bending/name.



    glGetBufferParameterui64vNV(...)
    glMakeBufferResidentNV(...)

    I don't think that...
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    vertex shader not running on all vertices

    Hi

    I have a vertex shader that reads in a buffer of vertices (buffer bound to a vertex array).



    /*enabling program goes here*/
    glBindVertexArray(id);
    glDrawArraysInstanced(GL_POINTS, 0,...
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    casting types in shaders

    HI


    Iam running into some problems doing type conversion in a compute shader 4.3

    There is no way to do implicit casts as in C++
    for example,in C++,
    unsigned int a=134217728; // a is...
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    444

    from the docs, there is no way to do this it...

    from the docs, there is no way to do this it seems...
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    sub-bindings with GL_SHADER_STORAGE_BUFFER

    Hi

    How can I access a particular buffer at a specific sub-binding for GL_SHADER_STORAGE_BUFFER when doing a map out?


    For example, in the example below, there is no place to specify the...
  7. using unsigned short in glsl compute shader

    Hi

    Is there a way to use unsigned shorts in a glsl compute shader? I noticed that the supported data types do not mention unsigned short - ony 32 bit types like int, float unsigned int.

    I have...
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    388

    pass by reference buffers in shaders

    Hi

    Can pass by reference buffers work in shaders (opengl 4.3)?

    Inside the shader:


    struct A{
    int a;
    int b;
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    461

    I use glMapBuffer to map over data from the GPU...

    I use glMapBuffer to map over data from the GPU onto the cpu and obtain a pointer to that memory space.
    char* myMem=(char *)glMapBuffer(GL_SHADER_STORAGE_BUFFER,GL_READ_ONLY);

    Then I cast...
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    Hi there I commented it out to show that this...

    Hi there

    I commented it out to show that this is where the line to create a struct would go.

    Right now, with just the casting of bytes to struct, I don't think it is possible to say...
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    reading data back from target and printing it

    Hi

    I am trying to read back data and print it. I use glMapBuffer and woud like my returned data to be mapped to an array of structs. I would then loop over the array and print out the struct...
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    1.#R values from the Gpu

    Hi

    I am returning float value , 1.#R , from the gpu. (I am printing it out).

    What does this indicate and why could i be getting this?

    thanks
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    same buffer bound to different targets?

    Hi

    Can you change the target of a buffer?

    For example:

    glGenBuffers(1,&buf);
    glBindBuffer(GL_ARRAY_BUFFER,buf);
    glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(float), myData,GL_READ_ONLY);
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    local variables in glsl shader

    Hi

    I am trying to use some local variables in the glsl shade. However, everytime I simply declare or declare and assign the variable to an initial value , it seems my shader stops working...
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    549

    sampling from a non-existing texture

    Hi

    I have a shader in which i use the texture() function to lookup from a non-existing sampler. I expected that I should get errors from complingmy shader. But it compiles clean.



    static...
  16. imageStore when internal format is GL_LUMINANCE16

    Hi

    I have a 3D texture




    glGenTextures(1, &ID);
    glBindTexture(GL_TEXTURE_3D,ID);
  17. getting texture dimensions from inside a shader

    HI

    I would like to get texture's width height and depth from within the shader. Is that possible? I read some previous posts on how there is no way to do this except sending the dimension values...
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    just to clarify a little bit: glew.h was...

    just to clarify a little bit:
    glew.h was included but glBindImageTexture() didn't exist, glBindImageTextureEXT did!
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    fragment shader hanging

    Hi

    I have a simple fragment shader that outputs color values green and red.

    layout(location = 0, index = 0) out vec4 Color0;
    layout(location = 1, index = 0) out vec4 Color1;
    ...
  20. Thread: imageStore

    by driver
    Replies
    1
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    532

    imageStore

    Hi

    I have two questions.

    1.When I use imageStore to write to a image3D
    layout (binding=0) uniform image3D myVol;

    imageStore(myVol,TexCoord,vec4(1,0,0,0));

    Here vec3 TexCoord are just...
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    right on. thanks

    right on. thanks
  22. Replies
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    you are right. I don't need to use...

    you are right. I don't need to use GL_TEXTURE_BUFFER per se. Somehow I thought that image3D would work with the GL_TEXTURE_BUFFER binding.
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    glBindImageTexture

    Hi

    I seem to be getting this error in my code. I know my graphics card is good for opengl version 4.3 . So what am I missing here?

    error C3861: 'glBindImageTexture': identifier not found
    ...
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    GL_TEXTURE_BUFFER versus GL_TEXTURE_3D

    HI


    I am curious if it's possible to load something from a file , store it in a buffer object, attach it to a texture object that is then bound to GL_TEXTURE_BUFFER , make some changes to it and...
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    vertices and data

    hi

    I have 3-dimensional data that is read from file into a GLSL 3D texture and I have some vertices that are generated (using EmitVertex()) in another part of the code. I would like to use the...
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