That's a C++0x feature. You'll need VS2010 or a recent GCC (4.5 I think) with -std=c++0x for it to work.
Type: Posts; User: wien
That's a C++0x feature. You'll need VS2010 or a recent GCC (4.5 I think) with -std=c++0x for it to work.
Excellent. Thank you. :)
Older versions did pack them like I said. I've been relying on this since uniform blocks were first introduced and my program only broke with the change to Catalyst 10.12.
Anyway, according to the...
Basically using the glGetActiveUniformBlockiv interface. Here's the code if you're interested:
#include <algorithm>
#include <iostream>
#include <sstream>
#include <string>
#include...
Hello. When compiling a shader with the following uiform block on a HD5750 with Catalyst 10.12...
layout(std140) uniform spot_light_state
{
vec3 light_color;
float...
I'm pretty sure you can do this in your shader:
struct LightSource
{
vec3 Position;
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
};
You'll need a GL3.0 context (or greater) in order to use glClearBuffer. I'm guessing you don't?
Hmm. I just got to try my program on an Nvidia-card and all I got back was a black screen with no errors (and a shader compile error which I've now fixed). I must be doing something fundamentally...
Hmm, neither glDepthMask(GL_TRUE) nor glDisable(GL_SCISSOR_TEST) had any effect... Weird.
At http://www.wien-systems.no/files/malfunctioning-clear.zip is a simplified Windows-version of my program...
Thanks for the pointer.
Hmm. The color buffer masks shouldn't matter when I'm clearing the depth attachment, dithering I haven't even touched and the pixel ownership test I assume doesn't matter...
Hello. I'm just wondering if depth clears depend on some random GL state I've overlooked? A quick browse of the spec revealed nothing, but I may have missed something.
Basically I'm trying to...
Anyone had any luck with sampler objects on Catalyst 10.5? I can get them to somewhat work. Setting filters, anisotropy and wrap modes works just fine, but the textures come out too light. It's...
Excellent, thank you. Let me know if there's anything else I can do to help.
I don't use a geometry shader here so it's probably not related to your problem (well, who knows).
But yeah, I'll see about reporting it to ATI. I just wanted a quick sanity check to avoid wasting...
TL/DR: Program found at http://www.wien-systems.no/files/catalyst-hang.zip locks up Catalyst driver or corrupts the screen on the first SwapBuffers after maximizing the window. Anyone able to...
Yes that's what I meant. I still manage to confuse myself with the lingo. :) But, yeah. Rendering to an offscreen texture and blitting to the real backbuffer before swapping is what I ended up doing....
Hello. I'm wondering if it's possible to somehow add buffers to the default FBO, the one created by the context (name 0), after the fact? Say I've created a context with a single RGBA8 colour...
The slides mention the hull shader, which is a D3D11 concept, so I'm guessing it's for their next generation hardware.
I wouldn't go around announcing that just yet. Linus seems quite adamant he won't include anything like that unless most other trees (distros etc.) include it first.
HD3850 here and the arm doesn't move with the bone. (Vista 64)
EDIT: Here's a screenshot for good measure...
I couldn't find the video, but Bjarne Stroustrup said in a presentation of C++0x a while back that he knew of implementations of every proposed feature in that list except a few. No vendor has them...
Just to make sure I follow... oc2k1, are you saying compiling a single instance of the shader, and changing it's object-specific uniforms (material properties for instance) between rendering each...
Thanks! That worked beautifully. :)
http://www.wien-systems.no/forum_attachments/blinn_phong_artifact_fixed.jpg
Hi. I've been experimenting a bit with implementing Blinn-Phong illumination in GLSL. I have mostly gotten in to work, but I'm getting a few annoying artifacts in the specular highlights on polygons...