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Type: Posts; User: Lodeman

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  1. Replies
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    Got it to work :-) While I did have seperate...

    Got it to work :-)

    While I did have seperate texture units per sampler "reserved", I wasn't actually sending them all to the shader and thus, some of the "unused" texture slots for terrain...
  2. Replies
    4
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    1,069

    Hi arekkusu, I made a call to...

    Hi arekkusu,

    I made a call to glValidateProgram right before rendering, and did indeed receive some interesting output:
    "Validation failed! - Different sampler types for same sample texture unit...
  3. Replies
    4
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    1,069

    sampler2D limitations

    Hi all,

    I have a terrain shader that needs to support texture blending for a large amount of textures, with bumpmaps.
    To achieve this, I have a large amount of samplers in my fragment shader. It...
  4. Hi Dark Photon, It took me awhile to get...

    Hi Dark Photon,

    It took me awhile to get around to testing this solution with the specific people, but we got it to work.
    Alongside removing the glFrameBufferTexture3D() we also had to make sure...
  5. Framenbuffer: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT

    Hi guys,

    I've been trying to get my application running on someone else's computer, so the code that follows is known to work on my PC, as well as on that of another friend. We both have AMD GPUs....
  6. Hi guys, I believe I might have finally found...

    Hi guys,

    I believe I might have finally found the issue, as was probably to be expected it was no issue with OpenGL, but a simple stupid logic error.
    I had been experimenting with a deferred...
  7. I did indeed have some type casts done to...

    I did indeed have some type casts done to eliminate warnings, I'll try and go through the more luguber ones and see what I can find.
    Will update if/when I find the issue. Thanks for the replies...
  8. Hi Skynet and thanks for your reply. Upon...

    Hi Skynet and thanks for your reply.

    Upon further investigation using application verifier, I have found the following.
    When running my release build through the debugger (through visual studio...
  9. Level Editor initialising incorrectly on Release builds (only sometimes!) (C++)

    Hi all,

    I am having a bit of an odd issue with my OpenGL application.
    I'll first present a rough layout of the application (it's grown rather big and complex over the past half-year), this will...
  10. Thanks Mobeen I'll keep the code snippets in mind...

    Thanks Mobeen I'll keep the code snippets in mind for next time.
    I actually just managed to figure out my problem.

    The code I mentioned to initialise and load up my buffers was executed "too...
  11. Problem with glDrawElements and GL_LINES, using glm library

    Hi all,

    I'm having problems with drawing the outlines of a camera frustum. Basically, I'm not seeing any lines drawn at all and I don't really have a clue why it's not drawing them.
    My shader...
  12. Update: fixing the swizzlin' worked like a charm!...

    Update: fixing the swizzlin' worked like a charm! My NVidia friend can succesfully compile and run the shader :-)
    Thanks again!
  13. Thank you very much for your assistance, I shall...

    Thank you very much for your assistance, I shall try this tonight and let you know the outcome.
    The Cg Toolkit sounds like it's exactly what I need!

    Cheers.
  14. Fragment Shader not compiling on NVidia (it does on ATI)

    Hi all,

    A short description of my problem. I have a terrain generator which uses a certain vertex and fragment shader. It works completely as expected on my system, and that of 2 others with an...
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