I know I've heard of some using it (other than C4), but I don't remember exactly which ones off the top of my head.
Please email me (my last name at terathon.com).
Type: Posts; User: Eric Lengyel
I know I've heard of some using it (other than C4), but I don't remember exactly which ones off the top of my head.
Please email me (my last name at terathon.com).
The view direction isn't really modified, but yes, you can think of the position of the screen being skewed away from the center. The only place I've seen this used is in stereo projections where two...
There are two meanings for the word "oblique" here. In the wiki article you first cited, the word oblique means that the view frustum is off center, but the near and far planes are both still...
Aren't there any moderators who can move this kind of thread out of the ADVANCED forum?
All Nvidia hardware performs polygon offset at the fragment level during rasterization. It does not apply the offset to the vertices because that would result in inconsistent offsets after...
Depth bounds test is supported directly in hardware on all GeForce GPUs in existence from the GeForce FX 5900 onward. It is part of the Z-cull hardware where it can operate at tile granularity and...
Also see "Motion Blur and the Velocity-Depth-Gradient Buffer" in Game Engine Gems 1.
Now if only either EXT_discard_framebuffer or APPLE_object_purgeable was actually available on NV and AMD desktop hardware for PCs.
My motivation for tweeting about this is related to SLI on desktop systems. I want to be able to tell the driver that I'm never going to use the contents of an FBO rendered during one frame as a...
I think you would find the Transvoxel Algorithm interesting. It was designed specifically for stitching together voxel terrain geomipmaps quickly and robustly.
http://www.terathon.com/voxels/
Maybe. But UBOs are not available across all hardware I need to support (SM3+), and using UBOs is not guaranteed to be the fastest path. Something with the same effect as glProgramEnvParameter*()...
Here's one more vote for DSA in the core.
ARB_explicit_attrib_location is nice. Now if we only had ARB_explicit_uniform_location (including samplers) as well for all shader types, we would finally...
In other words, Nvidia's drivers work correctly. The test app was made for ATI devrel.
We do things to the mipmaps other than standard box/tent filtering.
I still use assembly shaders whenever possible because the compile times are so much faster, and the C4 Engine generates shaders on the fly. I love Nvidia for the awesome effort they put into...
Neither. We generate the mipmaps off-line and store them in resources.
Here's a test app (with source) for the array texture bug:
http://www.terathon.com/c4engine/TextureArrayTest.zip
Under...
Why would you? Outside of some form of gimmick, I can't think of a reason why you would need this. [/QUOTE]
We actually allow this kind of material assignment for the voxel terrain system in the...
Please give an example of a GPU currently in production that supports OpenGL 3, but does not have alpha test hardware.
I should mention that there is at least one case in which alpha test hardware is very important: when rendering a shadow map with alpha-tested geometry. Since the shader used for this is almost...
This is not a good extension. Or, let me put it another way. The idea behind the extension is good; the particulars are not.
Implementing this extension without dedicated hardware for it requires...
Sorry about being harsh. I'm just very frustrated with some of the design decisions being made in OpenGL 3, and that has put me on kind of a short fuse when it comes to people telling me that things...
Not true.[/QUOTE]
Why do you feel you are qualified to tell me that my statement is not true? Do you write drivers for Nvidia or AMD? We have now given you the actual hardware register numbers...
Solution to this is using R or RG textures with GL_EXT_texture_swizzle.
IMO, once this ext. is in core we don't need I,IA,A textures.
Would be nice to promote this extension to core one day....
You don't know what you're talking about, and you're speaking to a long-time OpenGL expert as if he's some ignorant newbie. (And you seem to have some confusion between alpha testing and alpha...
I understand why most of the deprecated features in OpenGL 3.x were deprecated, but there are a few that don't make sense to me. Could someone on the inside please explain why the following features...
While I agree with the decision to deprecate almost everything on the list in Appendix E, there were a few items whose removal didn't make sense to me: quads, alpha test, and the luminance /...