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Type: Posts; User: Kastenfrosch2

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  1. Thanks a lot!

    Thanks a lot!
  2. Uniform Locations implementation dependant?

    Hey there,

    if i compile & link the same GLSL source with different OpenGL-implementations, can the uniform locations that i get with glGetUniformLocation differ?

    In general:
    Can i be sure,...
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    OK, thanks a lot, (i just misinterpreted your...

    OK, thanks a lot, (i just misinterpreted your last post).
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    I'm sorry, but i don't understand it. Due to...

    I'm sorry, but i don't understand it.

    Due to the 3.2 Specification (to pick a low versioned example)



    Section 4.4.4 sais


    If i now look in table 3.12, it is stated, that SRGB8_ALPHA8...
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    I misinterpreted the information on the ATI...

    I misinterpreted the information on the ATI product page stating

    that it would be the maximum supported version, i am sorry for this.

    Anyhow the drivers are up-to-date and when i start the GL...
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    It was a "Mobility HD 5850" and i just noticed,...

    It was a "Mobility HD 5850" and i just noticed, that it only supports OpenGL 3.2. (But Freeglut did complain when i requested a 4.2 context).
    But if i request a 3.2 Context, the error is the same....
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    sRGB and Multi-Sampled Textures

    On a NVidia Card the following works fine, while on an ATI card i get an GL_INVALID_ENUM because of the GL_SRGB8_ALPHA8.



    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE,texMS);...
  8. OK, i tried the NVidia 306.02 Beta Driver and my...

    OK, i tried the NVidia 306.02 Beta Driver and my minimal-Example (that i posted above) now works.
    So i guess it's just a Bug in the NVidia drivers.

    However if i change the Multisample-Texture's...
  9. Sample Independent Blending onto Multisampled Framebuffer

    I draw a triangle to a Multisample Texture without blending.
    Then i draw another triangle to the same buffer with alpha blending.
    Then i extract only subsample 0 to my final image
    In the...
  10. Even with the latest nVidia drivers (296.10 and...

    Even with the latest nVidia drivers (296.10 and 301.32) i always get "0(XY)" where XY is the line of the concatenation, as you explained in Opengl.org -...
  11. For functions, it works (defining the function in...

    For functions, it works (defining the function in one shader, declaring and using it in another shader of the same type, compiling them separately and then attach both to the program).


    If i use...
  12. Did i get it right, that then there is no...

    Did i get it right, that then there is no possibility for sharing a uniformBlock's data across two vertexShaders that are compiled seperately and then linked together?
    So i have (don't dare bolding...
  13. Thanks for the Tip. I always thought it would be...

    Thanks for the Tip. I always thought it would be the cleaner approach.
    Perhaps it's the best solution for me to switch over to the glShaderSource-with-multiple-sources approach.

    Thanks again for...
  14. Thanks for your answer and excuse me for editing...

    Thanks for your answer and excuse me for editing my initial question (i reformulated it before your answer appeared)

    Another sorry for not being clear about my intentions:
    In my second shader i...
  15. Forward Declaration of Scoped Variables (Uniform Buffer Objects)

    I attach two vertex-shaders to my Program Object

    Vertex Shader1:


    uniform BlockName{
    int varName;
    } scopeName;

    // ...
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