Oops, sorry -- long day battling with OpenGL fried my brain. What I should have said was "Try GL_UNSIGNED_BYTE instead".
Type: Posts; User: JSB888
Oops, sorry -- long day battling with OpenGL fried my brain. What I should have said was "Try GL_UNSIGNED_BYTE instead".
Windows' OpenGL headers are stuck at version 1.1, so the first thing I'd do is solve that problem. While your missing #define was easy to fix, there'll be a lot more of this kind of thing if you...
There is another issue that I was mindful of that I forgot to mention, and that's the patent on S3TC mentioned on Wikipedia, which it says also covers compression algorithms....
Yes, but I really don't care what the implementation does, as long as it doesn't crash my application, although it would be nice if it at least stayed within the range of specified behaviours. There...
But it doesn't matter if it's ignored in this case. An implementation that is capable of a newer, better compression algorithm and uses it when that hint is given is giving the user who bought it...
"meant" as in the intended method of using it. Reading pages like http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage2D.xml creates the impression that it's intended to be used this way...
Thanks Alfonse.
Is this advice a reflection of the quality of ATI's drivers, or is this actually the way it's meant to be done? The reason I ask is because:
(a) All the examples I've seen use...
A small update:
The fact that the crash didn't occur when I tried to load level 0 with that size inspired me to try using level 0 for generating the compressed data, which I then read out with a...
I'm trying to track down an occasional problem I'm having using non-power-of-two textures with texture compression on ATI cards. (Current card = Radeon HD 5850, driver = Catalyst 12.8.)
After...
I put together a simple Win32 test program so I could post it and found it actually worked correctly, despite the OpenGL code being almost line-for-line identical.
After much mucking about I...
I recently added support for buffer regions in my software. It works perfectly on ATI but the call to wglCreateBufferRegionARB returns NULL on NVIDIA H/W and I haven't been able to figure out why.
...