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Type: Posts; User: spasi

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    Re: Official feedback on OpenGL 3.1 thread

    Great job Khronos!

    I would just like to add that the EXT_copy_buffer extension is missing from the OpenGL registry. I wasn't able to find token values for COPY_READ_BUFFER and COPY_WRITE_BUFFER in...
  2. Re: NPOT: difference between non_power_of_two_ARB vs texture_rectangle_ARB ?

    Just FYI, ARB_texture_rectangle is now supported on ATI cards (Catalyst 6.8).
  3. Re: GL_EXT_framebuffer_object problem INCOMPLETE_ MISSING_ ATTACHMENT

    Try setting the texture's min & mag filters to GL_LINEAR.
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    Re: Vector texture maps: demo and article

    There's a chapter called "Fast Filter-Width Estimates with Texture Maps" in the first GPU Gems book. It describes how to calculate derivatives with clever texture sampling.
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    Re: forceware 8x.xx glsl linking problems...

    You're seeing internal errors of NV's GLSL implementation.

    I'm also seeing this. It happens when I link a new shader program containing a shader object that is already linked with another program.
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    Re: Multiple Lightsources?

    I've been doing this for all my shaders. I have created a library of "utility" shader objects (lighting, shadows, fog, skinning, parallax, etc) that I compile and link as needed to get a final shader...
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    Re: Issues with depthmaps

    When you want to inspect the depth map values, apply the following params:

    GL_TEXTURE_COMPARE_MODE, GL_NONE
    GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE

    and rollback to GL_COMPARE_R_TO_TEXTURE_ARB when...
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    Re: ARB_texture_float + 2.0

    No, it is not.
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    Re: counting instructions

    To take advantage of fixed-point and half data types for better performance on NV hardware. That's my only use of Cg, I haven't had any other need so far.
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    Re: GLSL textureRect / samplerRect on ATI

    My point is this: Almost all engines eventually end up with a separate codepath with specialized shaders for NV30s anyway (for performance reasons). So, using rectangle textures on NV30s shouldn't...
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    Re: GLSL textureRect / samplerRect on ATI

    You may use TEXTURE_2D on ATI cards, without resizing to the nearest POT, as long as the driver supports GL 2.0 and you don't violate the ARB_texture_rectangle limitations (no mips, etc).

    You'd...
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    Re: shadow map problem

    Shadow Mapping Based on Dual Depth Layers
  13. Re: gl_ModelViewMatrixInverse not defined in new nvidia drivers

    I'm getting this warning (obviously a bug) too and I'm also getting similar warnings whenever I use half types (useful).

    Unfortunately, the GLSL implementation in NV's 8x.xx drivers is rather...
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    Re: ATI and FBO support

    First of all DEPTH_COMPONENT32 is not supported on NV cards either, it is substituted by DEPTH_COMPONENT24.

    On ATI cards DEPTH_COMPONENT24 isn't supported with FBO on anything less than RV530...
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    Re: Standard clip planes

    By writing to gl_ClipVertex on NV hardware, I'm getting 6 additional DP4s in the output VP20 program assembly. I'm not sure if and how this can be optimized by the driver in case you have, say, only...
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    Re: Feedback on the FBO specification needed!

    EXT_framebuffer_blit sounds a lot like D3D's StretchRect() function, so, it has to be possible.
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    Re: GL_EXTX_packed_depth_stencil

    1. It has the potential of being significantly faster (look-up tables) than doing the gamma correction in a fragment shader.

    2. Pre-filtering conversion may be supported in the future.
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    Re: Feedback on the FBO specification needed!

    1. Yes
    2. Everything
    3. Nothing
    4. No
    5. 1/2 channel textures need to be renderable. That's what I'm missing the most. Also, antialiasing support and the stencil issue should be addressed.
    6....
  19. Re: FBO, ATI, and texture with only one float color component

    Just use GL_RGBA32F_ARB and hope that this gets fixed some day.
  20. Re: FBO, ATI, and texture with only one float color component

    Not possible with FBO on ATI cards.
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    Re: FBO support on ATI cards? When to expect?

    This bug has been fixed and the fix should be available in the 5.9 release.

    Yeah, no single/double channel formats are currently supported on ATI cards for rendering with EXT_fbo (although they...
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    Re: FBO dimensions limitations on ATI

    Each texture dimension should be a multiple of 32. It is a known limitation/bug that has been fixed, but the fix will be a little late (Catalyst 5.9).
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    Re: linux, fbo, nvdia: RGBA32F unsupported?

    No, fp textures work fine with EXT_fbo on Windows.
  24. Re: GL_EXT_framebuffer_object in Catalyst 5.7 ;)

    Try DEPTH_COMPONENT16 for the depth texture internal format. It's the only format that works.
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    Re: FBO, ATI and rectangle textures

    Sorry, I wasn't too clear, I meant when rendering-to-depth-texture. Depth render buffers work fine here too.

    Btw, I completely agree with what fenris has said so far. And I also agree with Humus...
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