It would basically be a conformance test, yes.
Not updated much? I'm assuming you're referring to the vendors own private conformance tests?
The thing is, if there was an open source, more...
Type: Posts; User: LogicalError
It would basically be a conformance test, yes.
Not updated much? I'm assuming you're referring to the vendors own private conformance tests?
The thing is, if there was an open source, more...
It might be useful to have some sort of official unit testing framework to help increase the quality of vendor drivers.
The unit testing framework would check which OpenGL version or extensions...
Is the framebuffer texture bound when you start rendering to it?
No, you're absolutely correct.
In fact virtual texturing is basically nothing more than an advanced form of texture management.
You could put in all your textures and re-use them over geometry...
I'm in the middle of experimenting with a virtual-texture approach that uses Texture-Arrays for the page-cache instead of one large texture and virtually dividing in the shader.
Ideally i would like...
Awesome! I got it to work now, thanks!
Just for the record, in case someone finds this post when having a similar problem, it was just "textureGrad" not "textureGrad2DArray".
Ah, OK!
So this is how i understand it:
With GL_REPEAT and no fract, one sample coordinate is maybe 2.9 and the one next to it 3.0.. a difference of 0.1 ... the derivatives are constant, and...
But if that's the case, why does it still work properly with GL_REPEAT then?
I didn't show that in the screenshots or the shader code, but if i use -different- texture-array indices it still works...
I was experimenting with texture-arrays and i got a weird seam between the texture-array pages i was rendering.
Basically i'm rendering a square polygon with texture coordinates ranging from 0,0 to...
Although you didn't supply the definition of your data, I have a gut feeling the following pieces of code are the cause of your troubles:
"sizeof(stCoor)*header.num_tris*3" and...
... yet?
Hmmm, interesting ...
Really? That's odd.
Looking at the dates in the extensions themselves there seems to be no strong correlation between what position it is in the list, when it was written and when it was actually...
More or less, yes.
But since enumerations are assigned to a vendor in blocks there really is no guarantee for that.
It would be nice to bring some more clarity to the extension list through sorting...
It would be nice if the extensions could/would be sorted by date.
The numbering might be interesting (for whatever reason) to extension developers, but rather uninteresting for users..
Right now...
not afaik. I asked the same question, got no answer.
So, any news? The BOF was yesterday, but i can't find any news about what was said anywhere...
Too bad the ARB thought it deserved a CONE OF SILENCE.
Considering that OpenGL 2.0 was actually more like OpenGL 1.7, shouldn't OpenGL 3.0 be more something like OpenGL 1.8?
Oh really? which part of the gazillion different extensions?
And DX10 had full DX10 level functionality since.. well.. when it was released several years back!
wait.. are you talking...
If i would've gone to Siggraph this year, I'd go the OpenGL BOF just to BOO at them, and then leave.
Well that's that then. Goodbye OpenGL.
I'm going to install vista so i can use d3d10.
Really feel sorry for you linux folks, you got the worst side of the deal.
sigh.
i second that question! [/QUOTE]
i .. uh.. third that question!
Oh, and OpenGL 3.0, is it done yet?
So any news on OpenGL 3.0?
... Is it out yet? ;)
well that settles it then, we'll need sound, input and ai shaders too!
Yes, but how would that work with multiple samples? a fragment is not a pixel...
A blend Shader would be a good idea IMHO though.. the GPU could load in the framebuffer pixels in advance and hide...