I'm running a VB6 app in WINE and the OpenGL portion of the program doesn't work. It is using PFD_DRAW_TO_BITMAP. PFD_DRAW_TO_WINDOW formats seem to work.
I've enumerated all the pixel formats...
Type: Posts; User: Rhawk187
I'm running a VB6 app in WINE and the OpenGL portion of the program doesn't work. It is using PFD_DRAW_TO_BITMAP. PFD_DRAW_TO_WINDOW formats seem to work.
I've enumerated all the pixel formats...
GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: 524288
GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX : 524288
GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX : 2824
GPU_MEMORY_INFO_EVICTION_COUNT_NVX : 0...
I tried glAreTexturesResident() and they all report true, although, I'm not sure if that's accurate, because the cards does not have enough memory to hold them all and...
For additional information, when I make all these calls and run valgrind on the application I get invalid reads in libGL and gl-core, when I don't make them those calls don't appear.
Also, I may...
I'm writing an application and it seems to be failing on an older quadro. I still haven't entirely tracked it down, but it appears to only happen when I allocate many texture (around ~1250).
I...
Here's an example of one I found that generated a smooth patch, but didn't move at all:
Vertex Shader:
varying vec3 N;
varying vec3 v;
void main(void)
{
v =...
First of all, that isn't my code, it is one I found online that happens to behave like several others I found.
The lighthouse3d shader you linked was actually the first one I started with. ...
So am I correct in inferring from your statement that the stationary specular patches are indeed less correct, and just a less computational expensive approximation, in comparison with the shaders...
I was mistaken previously about ShaderGen's fixed functionality shader not being correct. It was my first time using it, and apparently it was generating a shader for a directional light, not a...
So, I've been playing around with trying to get a lighting shader to work. I basically just want it to do the exact same thing as the fixed functionality OpenGL lighting, except per fragment instead...
Yeah, all the particles in that demo are the same size too. I guess that means that distance attenuation doesn't work on my hardware... or I need a better driver, which is unlikely.
Any other...
So, I've been playing around with point sprites, but I can't seem to get attenuation working right. It seems like no matter how I set the attenuation coefficients moving the camera around doesn't...
Mipmaps worked. 14 of the 16 internal formats I tried created successfully. GL_RGBA2, and GL_RGBA4 didn't.
Thanks for your help, now I can get back to work.
16x16 same results.
64x64 same results.
512x512 same results.
1024x1024 same results.
So, I don't think it's the size.
Same results without the depth buffer.
yeah, I just forgot to change that one, I'll try it without the depth buffer
The spec made it sound like FRAMEBUFFER_UNSUPPORTED_EXT was only used for a bad internal format, so that's how I came to that conclusion.
An example of how I am creating my FBO is:
GLuint...
Is there an easy way to determine what internal formats you are allowed to use in FBOs color attachment textures?
I read over the spec and it says that if you claim to support FBOs you have to...
Cool,
GL_RGBA32F_ARB seems to fix my issue.
Thanks everyone.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, 4, 0, GL_RGBA, GL_FLOAT, this->texture);
And that probably would be a better test, I'll try that real quick.
Just to clarify, I am putting values beyond [0,1] in the texture, it just wasn't returning them. For instance if texture[0] = 2.0, and I get
color = tetxture2D(0,0);
then
gl_FragColor =...
So I was messing around with a floating point texture in a GLSL shader and I noticed that the value returned from texture2d(sampler2d, vec2) seems to clamp beyond [0,1]. Is there anyway to get it to...
I had created an OpenGL context.
I am learning how shaders work now.
My new laptop is going to be CUDA capable but my current one isn't, so I will play around with that when I get it in a week....
That's sort of what my example was supposed to represent. The matrix outside the list is the only one that ever changes, the ones inside will be the same every time, and therefore could be compiled...