I'm getting some strange artifacts when enabling a stencil test. When I remove the test everything looks fine like it's supposed to (other than the stencil op). The stencil buffer is properly clean,...
Type: Posts; User: xernobyl
I'm getting some strange artifacts when enabling a stencil test. When I remove the test everything looks fine like it's supposed to (other than the stencil op). The stencil buffer is properly clean,...
I need to know what object I'm clicking on with the mouse, and getting an index from the stencil, or an integer buffer is a lot more simple than setting up all kind of structures and calculate...
Does glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) works with geometry shaders? It doesn't work here. Maybe it's something else, as always.
Note that the Geometry Shader is outputing triangles. I can...
@FlorianR flat gives an error. it's the default with ints;
@morbeen I was using that already;
@Chris Lux no it doesn't. Not with rect samplers.
It's working now. I'm not sure that it was......
#version 150
in ivec2 A0;
out vec3 C;
uniform sampler2DRect I;
void main()
{
...
C = texelFetch(I, A0).rgb; // doesn't work
After sometime banging my head I ended up discovering that if I manually inlined the shader everything works. Maybe I should notify AMD drivers team to remind them that their OGL drivers still suck...
#version 140
#extension GL_ARB_geometry_shader4:enable
I've got that on every shader and I still get the same errors. Was that what you meant?
From what I read in the specification I'm supposed to declare the geometry shader inputs as
in vec4 a[];
or
in vec4 a[gl_VerticesIn];
But the first way gives "array must be redeclared...
I've optimized the code a bit and it now compiles without crashing.
So, here I am trying to compile a geometry shader and my program crashes when I call glCompileShader with a geometry shader.
Am I doing something wrong? I've never tried using geometry shaders...