I have to apoligize: I forgot I was mangling the tcCoords in a shader.
After removing the mangling, the border showed correctly, ( :eek: ) so I felt the need to post back that I was wrong and that...
Type: Posts; User: Obli
I have to apoligize: I forgot I was mangling the tcCoords in a shader.
After removing the mangling, the border showed correctly, ( :eek: ) so I felt the need to post back that I was wrong and that...
Not sure about that, depending on your target this may be overkill. Large shadowmaps does also have a few problems so maybe you'll need some extra machinery.
If it is to be static, it could be...
I took your comment as inspiration to check out border support again.
Let's say it clear: I am using default driver settings (I know there's an override somewhere) because this is what the average...
So I guess my sistems drop to software rendering when I use borders just because I am really unlucky and they like to make me crazy (last tested on NV3x - I apologize for not being able to test this...
I've read (a little digression) NV made a special driver path for HAVOC FX.
Something similar could be pretty interesting to expose. Ok, I really understand that HAVOK is an estabilished middleware...
Here's the bottom line: don't set border colors. Borders are unsupported on a whole range of hardware (which is hopefully shrinking, but don't count on it).
So I would say that there's a single...
If "some" will make an insteresting installed base, I'll be happy with it but for now I don't see how this can merge easily in existing architectures. Sure Epic is playing with it: they do have so...
I've read on a thread (maybe it was on shading language section) today's drivers are not really good at managing large textures. 2k^2 RGB16F needs 24MB, maybe you're hitting the limits.
Not that I...
I would suggest against VRML. Sometimes, the conversion isn't correct, sometimes there are some differences... you almost NEVER get back what you put in.
I did some tests with VRML (not sure of...
Wasn't it OpenGL 2.0 Pure?
Yes, it's exactly the same problem.
So, it turns out that VS3.0 is still functionality different from PS3.0. I was indexing in an array and it didn't work.
That's quite poor.
Thank you both for...
Today I wanted to put a loop in fragment shader.
Nothing fancy: loop's guard is a uniform int. Compilation is smooth but linking bails out.
Sorry, I'm confident it's have been discussed but the...
There's a heat haze effect on in 3dlabs' GLSL demo and also a glass refraction shader.
http://developer.3dlabs.com
You could also be memory-bandwidth limited. Try using 16bit color or smaller textures. If the performance improves, you're bandwidth limited. If don't then yes, you're fragment-processing limited.
...
I've also took a look at those things recently.
It happens there's a very nice demo on ATi SDK which does parallax occlusion mapping (but not steep parallax mapping).
Also runs on NV4x although...
In fact I was very disappointed when I discovered this "megatexturing" stuff is just paged texturing. This is ugly.
By the way, although I can find many cases in which this is useful, I think...
You probably know IHV keeps telling you to batch as much as you can.
Well, maybe you're stretching it a bit.
Although ubershaders does really help, I hardly believe having a single ubershader would...
Tell me I'm misunderstanding you. Tell me you're not really calling Gen+Bind for each light, togheter with checking glError, not to mention allocating the storage on a sub-frame basis!
Well, the only thing you could try out is to split the computation along a bunch of frames... wait! Did I really wrote to split a per-frame task on a number of frames?
Why not? For some occluders,...
I can understand in this context my position gets missed. I'm sure no MPEG is going to apply well to hi-perf texturing - mpeg was an example: my concept were that ...
... is definetly not...
:D It really is! Thank you! ;)
I believe you must do it thuru portals, discarding everything comes near the rasterized pixels. You must obviously use less intensive geometry to make it work efficiently.
The other problem is...
The PROJECTION matrix holds info for projector properties like fov.
Rotations and transformations usually go in MODELVIEW (although you can put some transformations in PROJECTION if you think this...
Above in the thread there was something about 'video textures'. Although I know Imagine (a generic stream processor at Stanford) can run MPEG kernels, a 'video texture' format would be a nice thing,...
Depending on the context, you could pre-transform this or add another stream containing compressed per-vertex displacement. What are you trying to do?
If you mean something like instancing, I...