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Type: Posts; User: xernobyl

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    Stencil buffer artifacts

    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,...
  2. Getting a pixel / texel / point from a buffer!

    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...
  3. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) with GS?

    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...
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    Re: texelFetch problem

    @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......
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    texelFetch problem

    #version 150

    in ivec2 A0;
    out vec3 C;
    uniform sampler2DRect I;

    void main()
    {
    ...
    C = texelFetch(I, A0).rgb; // doesn't work
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    Re: OpenGL 3.1 and Geometry Shaders

    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...
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    Re: OpenGL 3.1 and Geometry Shaders

    #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?
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    Re: OpenGL 3.1 and Geometry Shaders

    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...
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    Re: OpenGL 3.1 and Geometry Shaders

    I've optimized the code a bit and it now compiles without crashing.
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    OpenGL 3.1 and Geometry Shaders

    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...
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