The hackish approach is to modulate transparency with (viewvec dot normal) so the edges of the shadow turn more transparaent thus faking a penumbra. You might need to apply some sort of function to...
Type: Posts; User: harsman
The hackish approach is to modulate transparency with (viewvec dot normal) so the edges of the shadow turn more transparaent thus faking a penumbra. You might need to apply some sort of function to...
Well, since each character only has 20 bones, why don't you just upload the uniform data correpsonding to each character before rendering it? It might be more expensive than the vertex texture...
This is a very important point. Cass, in what way do you feel glsl is too high level at the moment? Obviously, the D3D shader models were too low level since new ones keep popping up (2.0b is a good...
I don't know of any publically available implementations as of yet, although it is possible that 3dLabs drivers support 2.0, I haven't got any of their hw so I'm not up to date on them. ATI and...
#include <GL/gl.h> ?
There's no guarantee that glAreTexturesResident returns useful info. It might always return true. Besides, 3dLabs chipsets have a form of virtual memory where only the texels needed for rendering are...
ATI hardware has no native support for shadow maps like nvidia does, that is, no depth textures and no free bilinear-PCF. The easiest way to get things to work reliably is probably to use the...
I assume you're on windows since you're talking about opengl32.lib. On windows, opengl32.lib never changes, it just links to opengl32.dll. The easisest way to get started with OpenGL extensions is...
The card he used has the equivalent of one vertex shader unit so his calculation of max transform rate is correct. If you need info on chipset specs, Beyond3Ds 3D tables are an excellent resource....
And there are embedded platforms with vertex programmability available today (MBX).
I don't know how the nvidia drivers store FSAA settings, try using regmon when starting an OpenGL program or when twiddling settings in the driver control panel.
The pbuffer method doesn't use...
Well, reloading manually in my app works, but I don't touch any uniforms at all then (the shader doesn't have any!). Maybe glIntercept is using an invalid program object? But the compile messages...
That's what the fragment shader does!
Here is the fragment shader:
void main(void){
gl_FragColor=vec4(1.0, 0.0, 0.0, 1.0);
}and the vertex shader:
1) Yes, it compiles correctly and runs in hardware.
2) Then everything goes back to normal and I get the working, unmodified shader.
3) fragment + vertex
4) Diagnostic: Unknown function...
Sorry to resurrect this old thread, but I can't get ShaderEdit to work properly with a test app. I can evoke it just fine and edit the shaders, but as soon as I change anything in the fragment...
I don't think the specs allows for plain super sampling so unless the driver has a registry key you can set you're probably screwed. But then, the NV1x series of chips really can't both do AA and...
Of course it would provide an opportunity for optimisation, and in the long run adding an abstraction for instancing to OpenGL might be useful, but in the short run I know tons of other things I'd...
Exactly what does it look like when the quality drops, banding in the specular highlights? It's hard to tell without seeing a screenshot, but if your cube map is too small, you'll get banding since...
Wow, very impressive! Of the future features you listed, my vote goes to to change textures. I don't care about editing, just giving you a list of thumbnails of the textures available and allowing...
Thanks, your pdf was really clear and well written, that explained simplex noise well.
You can't count on getting more than 8-bits of precision out of an 8-bit texture after filtering. You might even get less than 8 bits on certain hw.
Please don't use the feedback buffer for this, it will be terribly slow for everything except the most trivial cases. In general there's no need to transform all vertices for collision detection. You...
What's "simplex noise"? Is it the same thing as PErlin's "Improved noise"? Anyway, thanks for the code!
I thought it was pretty obvious, a linear format stores texels/pixels in linear order, row- or column major, as opposed to some sort of swizzling to improve locality of reference. You know, like the...
Mopst likely you're relying on an uninitialised variable being zero. When running in debug mode, allocated memory tends to be cleared to zero, which obviously doesn't happen in release. But it is...