vec3 ray = x0 - CameraPos;
if x0 and CameraPos are large values, you'll be dropping a LOT of precision here. Subtractions between large values of similar magnitude is deadly. See if you can get...
Type: Posts; User: ector
vec3 ray = x0 - CameraPos;
if x0 and CameraPos are large values, you'll be dropping a LOT of precision here. Subtractions between large values of similar magnitude is deadly. See if you can get...
Wow, that's daring stuff. Basically cuts open big holes through the thick mud that the current OpenGL API is :)
I like it. If only it was universal.
I've already talked about my main issue - the requirement to explicitly link vertex and pixel shaders. It's just weird. Why? It's not necessary when using either ARB_*_program, Cg or HLSL. My app...
GL_POLYGON has never been natively supported by any hardware anyway, and triangle fans are mostly useless. NV_primitive_restart is useful for drawing series of triangle strips, which at least...
Stop whining and start coding. I'm also disappointed that OpenGL isn't the superb DX10-inspired design that was first proposed, but it's not absolutely terrible and is still a usable API, despite its...
Rob, this looks like a fine release. Uniform buffers are gold.
I now only have two big beefs left with OpenGL:
* Can you please push HARD for decoupling vertex and fragment shaders, so that you...
I know one thing. The ability to do the following:
glNewList(42, GL_COMPILE);
glVertex3f(0,1,0);
glColor3f(1,0,0);
glVertex3f(1,1,1);
glEnd();
glEndList();
glBegin();
You're forgetting the #1 advantage of the token approach: Updated drivers will not break your shader compiles. Currently, nVidia can fix a bug in its parsing that renders a previously parsable...
Yup, it's pretty sad to see that Microsoft is very open, shares information a year in advance and looks for feedback, and also DELIVERS ON SCHEDULE, while ARB/Krhonos, well, you know what I mean...
A very high priority goal was not to remove any function without clearly communicating to the developer base that said function was on its way out, and this goal led to the development of the...
Rob, please ignore bobvodka, he's a bit upset.
I am also disappointed that we didn't get what was promised, but I can also see why.
I think the idea of the direct state access extension makes a...
Yeah. The difference is that to support this, OpenGL keeps copies of ALL your textures in system RAM, so it can automatically restore them when their video RAM is lost. Vista, on the other hand, has...
"everything in the world with a normal that's not facing the viewer should be invisible to the viewer"
That assumption breaks with interpolated normals, and it also breaks with normal mapping.
What's worth more? A solid de-facto standard with working implementations, or a perfect formal academic standard with no implementations?
Sorry for fanning the flames before, I just find it completely ridiculous that D3D10 is approaching 2 years, and there's not even a working alpha version of OpenGL 3.0. And seeing it not learning...
Every major game out there for the last 5 years. The performance increase it offers over uncompressed textures is pretty dramatic, and as a bonus consumes less memory. The slight quality loss is very...
Seems like a slower, more annoying version of asking questions to me.
Can I do it this way? No.
Can I do it this way? No.
Can I do it this way? No.
Can I do it this way? No.
Can I do it this...
Shouldn't alpha test be removed? You can easily simulate all possible alpha test modes using texkill functionality in the fragment shader.
Or just grab the Z value in camera space as an approximation.
Texture compression is standardized and games have been distributed with precompressed textures for years. In D3D you simply use the textool to create compressed .dds files, and then everything is...
Well, the major difference (OO vs binding) between D3D and OpenGL has been eliminated. The new policy of "create immutable, do not modify" is also the same as D3D10 (because it's the right thing to...
This object model seems to be almost exactly the same as D3D10, but with C syntax. Very good, it's a great design and the C syntax doesn't obscure it much, and can easily be wrapped if desired.
...
Most likely, you don't have hardware acceleration. Have you installed the latest drivers from nVidia/ATI/whatever?
Oh, and this belongs in the beginners forum.