I've been too long in HLSL land :-)
There were more basic problems, like I was using texture2DProj instead of shadow2DProj, and sampler2D instead of sampler2DShadow. Sadly, the NVIDIA compiler or...
Type: Posts; User: jwatte
I've been too long in HLSL land :-)
There were more basic problems, like I was using texture2DProj instead of shadow2DProj, and sampler2D instead of sampler2DShadow. Sadly, the NVIDIA compiler or...
Btw: the problem also happens if I use texture2D().
I have a hard time believing it's my code, as it works as expected when I comment out either the first or the second texture2D() line. Finally,...
I'm rendering to two depth textures using two FBOs. The texture images look OK. Texturing with either texture image looks as expected (one is coarser than the other). However, if I try to texture...
You can do that if you write a vertex shader and use two vertex streams. That's really quite simple, and the recommended way to do it.
No, a compressed format would be counter-productive, as this is a render target.
"glad" to know it's a driver bug, although it's always annoying when you have to spend the time tracking it down
AND...
I also tried with GL_DEPTH_COMPONENT (no 24) but no luck.
However, it turned out that the problem was a missing glGenerateMipmapEXT() -- without it, the framebuffer is considered incomplete, for...
GL typically does Goraud shading, which means that the lighting equation is evaluated only at the vertices. This, in turn, means that you can't get perfect interpolation for tesselated vertices.
...
I have two different projects with different code bases. Both of them attempt to create and use FBOs as render targets. One of them works, and one doesn't, and I can't find a difference that SHOULD...
Okay, and right after I posted, I found the error: I was calling glTexParameteri() before calling glBindTexture2D(), which wasn't failing, but also wasn't giving me the actual result I wanted :-)
I'm trying to create an EXT_framebuffer_object with a 1024x1024 depth texture and no color texture, to use for shadow mapping.
I have verified that GL 2.1 is available, as is ARB_shadow and...
This question should go in the beginners section.
In general, I would not plan on being able to use all the Maya features in a game. Some of the features are very CPU intensive, which is why rendering a movie out of a Maya scene takes a long time. A...
There is no well supported way to transfer pixels between different pieces of hardware. You have to go through system memory. I would recommend rendering to a pbuffer or pixel buffer object, reading...
You absolutely want to interleave data, assuming that all the channels of that data are being used. This allows the vertex fetch circuitry to do a better job of streaming data onto the card (having...
The far distance doesn't matter so much -- you can actually put it at infinity, and still get good Z resolution in the near-mid field. It's the near distance that really matters. Also, it doesn't...
If the geometry is static (doesn't move), and the sun doesn't move, then the easiest thing to do is to pre-calculate the shadows as a set of light maps, and render the scene with dual texturing (and...
Perhaps it's actually doing an entire revolution of rotation so fast that you only catch it every once in a while?
Also, remember that the 6200 is a low-end 64-bit graphics card, so fill rate will not be stellar. It should, however, work fine; just slow on complex scenes or large windows.
I believe a smart driver could optimize a query such that an empty query can immediately finish, because queries have a start and an end. Whether the driver would do that, I don't know, but I prefer...
The gold standard textbook on 3D graphics (and everything building up to it) is the book by Foley, van Dam et al: "Computer Graphics Principles and Practice -- Second Edition." It's 15 years old, but...
I believe most modern hardware can do that kind of conversion in the DMA transfer engine, so the driver doesn't need to use CPU to do it.
Also, when I suggested using a low-res image, I meant only...
No, OpenGL won't paper over user errors, because then users aren't aware they're not getting what they're asking for. I consider this a very good feature of an API. Step one is to make sure the user...
Yes -- my statement lacked the qualifier "at one time." In reality, you'll probably pre-fetch enough of the data for whatever the user is navigating (with some prediction) and make sure that's...
So, that's a clue! If you instead create a second context, not sharing lists, does it crash? Do the two windows share the same window message queue/thread? I assume the crash goes away when you...
1) Get a good set of profiling tools.
2) Apply said tools to the problem cases.
3) Change the code accordingly.
4) Goto 2).
Note that you may need to profile the GPU, CPU, Disk access, and...