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Type: Posts; User: schr_10

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  1. Thanks again. After some thought I figured maybe...

    Thanks again.
    After some thought I figured maybe doing it on the GPU wasn't worth it - at least not without compute shaders. As you suggest you can do this calculation by rendering, but this is...
  2. Thanks for the suggestion. My understanding is...

    Thanks for the suggestion. My understanding is that these function determine the blending applied upon rendering. I would like to change the texture without rendering - because I am just changing a...
  3. interactive drawing with binary brush into 3d texture, best approach advice wanted

    Hi,
    I have a 3d texture of a dataset that the user can explore with arbitrarily positioned slice cuts in several viewports. I want to enable user drawing of regions of interest using a binary brush...
  4. Re: Output type of frag shader - can it be set dynamic

    Thanks for reply.
    Nothing would be written to the screen buffer when indxmode is false. The intention is to set indxmode to true only when there has been a spatial change in the scene and then only...
  5. Output type of frag shader - can it be set dynamic

    Hi,
    Is it possible for a fragment shader to write out either a uint OR a vec4 all depending on the state of a uniform bool?
    Assuming the appropriate FBO is attached once the drawing is started of...
  6. Re: getting a single value back from the shader/gpu

    Thanks!
    That is good news.
    Looking at my fifth edition superbible I think it boils down to me misunderstanding a sentence on frame buffer completeness and unsupported combinations of internal...
  7. getting a single value back from the shader/gpu

    Hi,
    I am displaying some slices of a 3d texture. In order to obtain the pixel coordinate in my original 3d image volume that is pointed to by the mouse i have used an offscreen render of an...
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    Re: clear a GL_R32UI renderbuffer with an int

    That works! Thanks so much - I skipped over glClearBuffer too fast.
    Thanks again!

    Soren
  9. Replies
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    2,114

    Re: clear a GL_R32UI renderbuffer with an int

    Thanks guys,
    I have had a look at glClearBuffer but am unable to find a suitable example. Also the documentation does not specify integer use outside of depth and and stencil buffers.
    Did not...
  10. Replies
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    2,114

    clear a GL_R32UI renderbuffer with an int

    Hi,
    I have trouble finding anything on how to clear an integer renderbuffer.
    glClear(GL_COLOR_BUFFER_BIT) does set it to zero, but how can I set it to a different value?
    Thanks,
    Soren
  11. Replies
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    Re: initialization of FBO

    sorry, that was QT speak.
    initializeGL is the initialization function, I would assume analogous to glutInit
    paintGL is analogous to the function passed to glutDisplayFunc.
    So I guess the question...
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    1,397

    initialization of FBO

    Hi,
    I have a scene that can be manipulated by user interaction. When there changes to the orientation, I draw the scene in an encoded fashion to an FBO, which works well.
    I can't figure out how to...
  13. Re: Problem with precision of frag shader calculation

    Yes you are right - thank you.
    Queried the channel and it is 8 bits which I guess I should have know since 24 bit color seems standard.
    The problem arose as I rescaled a uint to float and then...
  14. Problem with precision of frag shader calculation

    Hi,
    what is the expected value - on screen - of this frag shader code (this is coloring a quad and I have deleted irrelevant lines):
    "#version 150\n"
    "out vec4 color;"
    ...
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