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  1. Replies
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    FrameBuffer Complete ??

    Hi.,

    Can anyone explain me what do i need to do to ensure that my FBO is framebuffer complete ??
    My FBO code works fine in NVidia cards and fails in ATI cards(correct shadowmapping in Nvidia, all...
  2. Replies
    1
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    CG and texture matrix

    Hello,

    I'm having a hard time understanding this in CG.
    I had this line in GLSL,



    projCoord = gl_TextureMatrix[0] * realPos;and converting it to CG, it should be something like this :
  3. Thread: CG 1.5 and glsl

    by Bruno
    Replies
    2
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    256

    CG 1.5 and glsl

    Hi,

    Anyone knows if it's possible to compile and run a GLSL shader using cg 1.5 ?
    I added some glsl shaders, and placed the glslv and glslf profile in the shaders, but the compiler reports...
  4. Thread: GLSL to CG

    by Bruno
    Replies
    6
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    1,142

    Re: GLSL to CG

    Hi again,

    thanks for the code, i'l see if i can switch from glsl to cg smoothly(i hope). It's really a shame that glsl is not more supported, is so much cleaner and "beautifull code wise" than Cg,...
  5. Thread: GLSL to CG

    by Bruno
    Replies
    6
    Views
    1,142

    Re: GLSL to CG

    Thanks..
    I know the ATI limitations on depth format, so yes i'm using DEPTH_COMPONET16, and on the shader i'm also using sampler2DShadow, and the sampler is COMPARE_R_TO_TEXTURE_ARB.
    In any case,...
  6. Thread: GLSL to CG

    by Bruno
    Replies
    6
    Views
    1,142

    Re: GLSL to CG

    I'm on a PC yes, so my experience may be different than in Mac's.
    I think GLSL doens't take much attention from the drivers vendors at all, and ATI in this aspect is much much worse than Nvidia....
  7. Thread: GLSL to CG

    by Bruno
    Replies
    6
    Views
    1,142

    GLSL to CG

    Hi,

    I have been using GLSL in my engine for a long time, and i always have problems and bugs with ATI cards, it gets to the point of working correctly in some ATI cards, and not in others.
    I know...
  8. Replies
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    1,633

    Re: shadow maps in ATI cards looks ugly

    Well, using the result like that is not working,
    this is what i get using it directly :

    http://fysoftware.com/glsl/ati2.jpg

    I think it looks even worse than the original ati problematic...
  9. Replies
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    1,633

    Re: shadow maps in ATI cards looks ugly

    anyone ??
  10. Replies
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    1,633

    Re: shadow maps in ATI cards looks ugly

    thanks, but what exactly i do with the "result" variable ?
    I see you take samples directly from the shadowmap, but i don't get it.
    First i blur the shadowmap, and i get the blured color value to be...
  11. Replies
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    1,633

    Re: shadow maps in ATI cards looks ugly

    Thanks ZbuffeR and arekkusu :)

    "In the fragment shader, you can take a bunch of shadow2D samples and weigh them yourself. "

    How can i do this ?
    I tried getting the W component of 4 shadow2D...
  12. Replies
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    1,633

    Re: shadow maps in ATI cards looks ugly

    damn , i wasn't aware of that
    How exactly is PCF done ?
    I'm doing this in the shader ( i don't know if it's PCF) , but it gives the result you see above on ATI cards., i see around on the net PCF...
  13. Replies
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    1,633

    shadow maps in ATI cards looks ugly

    I have shadowmaps working nicely in Nvidia cards, and altough they are also workin in Ati cards, they look ugly.

    I'm setting up my code on the ATI version like this :


    glGenFramebuffersEXT( 1,...
  14. Replies
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    Re: weird glsl error in Ati Cards

    Well, i managed to figure it out, i wasn't setting the texture stage in the shader, i was just setting them in the texture units before applying the shader, somehow nvidia allows this, but ati...
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    360

    Re: weird glsl error in Ati Cards

    I just tried it, same thing
  16. Replies
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    weird glsl error in Ati Cards

    Hi,

    I'm tryng to figure out what is wrong with this.
    Anwyays, the problem is that i have my code running ok on a nvidia 6800 with latest drivers, and it fails in a ati9800 also with latest...
  17. Replies
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    shadow projection

    Hello,

    I'm tryng to figure out what i'm doing wrong, but i just can't see it.
    Basically, i'm just doing shadowmapping.
    I have a light source, and before rendering the scene to a texture, i do...
  18. Replies
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    Re: blending multiple shadowmaps

    k_szczech: Thanks, but won't work, tryed it already ;)


    I'm not sure if i understand what you mean.,
    Let me try to explain better what i'm doing..,
    Imagine a long corridor.
    If no light is...
  19. Replies
    6
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    blending multiple shadowmaps

    Hello,

    For a indoor scene i'm using shadowmaps, which is working perfectly.
    For one light is working ok, but now i'm in the process of adding more lights, simultaneously.

    So, i'm currently...
  20. Replies
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    Re: Editing a Alpha texture in realtime

    Thanks, but doing that is not exactly my problem :)
    My problem is, supose my texture is 512x512
    i clicked somewhere on the terrain, and the corresponding pixel coordinate in that texture is...
  21. Replies
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    Editing a Alpha texture in realtime

    Hi,

    I'm working on a terrain editor, and i'm thinking in adding the ability to paint detail textures on the terrain directly from the editor.
    Currently the terrain has 4 layers of detail...
  22. Thread: cg 1.2 to cg 1.4

    by Bruno
    Replies
    4
    Views
    300

    Re: cg 1.2 to cg 1.4

    Hi,
    Thanks guys, i got it working.
    cass, can't test Cg 1.5 right now, i'm on a VC6++ IDE, i'l try it later.
  23. Thread: cg 1.2 to cg 1.4

    by Bruno
    Replies
    4
    Views
    300

    cg 1.2 to cg 1.4

    Hi.,

    I recently updated fom cg 1.2 to cg 1.4, and altough all shaders work, they don't as expected.
    It seems that all texture stages in cg 1.4 are being ignored, for example a bumpmapping shader...
  24. Replies
    1
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    Projective coordinates in a vertex shader

    Hi,

    I got a projective texture setup with texgen, etc, made in the fixed function pipeline and was using a fragment program to do shadow mapping.
    The problem is that i need to add fog to the...
  25. Replies
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    Re: shadowmaps and selfshadowing

    I think i got it working, i wasn't scaling\bias the r coordinate.
    Thank you very much Komat :)
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