I just found the solution here, but will write it down for anyone who does a search on this forum:
ftp://download.nvidia.com/developer/Papers/2004/Vertex_Textures/Vertex_Textures.pdf
Type: Posts; User: Leadwerks
I just found the solution here, but will write it down for anyone who does a search on this forum:
ftp://download.nvidia.com/developer/Papers/2004/Vertex_Textures/Vertex_Textures.pdf
I can render to a float texture with no problems with my GEForce 8800. On my GEForce 7300 an incomplete FBO attachment error occurs when I try to set up the FBO. The code below works with GL_RGBA8...
Oh duh, glTexSubImage doesn't even care what the existing texture format is. How embarrassing.
1. I am talking about glTexSubImage2D, not glTexImage2D.
2. Is this format supported on ATI cards?
I don't follow.
TexImage2D works fine, but according to the spec and my own attempt, glTexSubImage2D does not. I don't want to update the whole texture, only part of it.
Is there a reason glTexSubImage2D does not work with float textures? What if I want to modify my terrain heightmap data dynamically?
That's hilarious. I have been using GL_UNSIGNED_BYTE since the beginning of time, and it didn't even occur to me to change it. I don't even see it anymore. XD
I'm trying this right now. Looks...
According to the texture_float spec:
That's great, but what can I use in the <format> parameter of glTexImage2D()? If I have all my pixel data and want to send it to the 16F texture, how the...
Do you work for ATI? I don't really feel like making a demo to demonstrate the problem right now.
You don't need to read the depth value. Just copy that depth data into the framebuffer and it will automatically be used for early discard.
The techniques I investigated are the following:
Uniform Array
+The easiest to use.
+No extensions to check.
-No way to determine max size.
-Much smaller capacity than bindable uniforms (~60...
When I try using ATI's bindable uniform implementation, the desktop display gets...corrupted?...and the program stops responding. Has anyone had any luck with this?
Apparently ATI just added the bindable uniform extension, but their implementation crashes my program. I guess they are moving in the same direction, though.
I would prefer a correct/official method that someone has actually put some thought into. Instanced rendering isn't an obscure technique.
I just tested and I can verify that the max matrix array...
What is the correct way to perform instanced rendering in OpenGL? ATI supports the instanced_arrays extension, and NVidia supports the bindable uniform extension. What is the correct way to upload...
GEForce 8800 GTS.
The function pointer isn't null.
I read the instanced_arrays spec here a few times, and it seems simple enough:
http://opengl.org/registry/specs/ARB/instanced_arrays.txt
The import part seems to be calling...
Probably had to do with ATI not working and needing to keep my buffers separate.
I think you need depth writing enabled, or something like that. I'm sure there was a good reason, if I did it. I got it to work on ATI cards, so that is good enough reason to make it correct!
1. Render to your gbuffer (color, normal, and depth).
2. Render lights to another FBO (color & depth). Copy the depth component from the gbuffer to this next buffer (either an FBO or the back...
If it is standard, it might not be in the extensions string. You can just assume it is supported.
I was wondering if anyone had any experience with S3 Graphics. I came across their hardware a while ago, and wrote to ask some questions and see if I could get some testing hardware, but they did...
Anyone have an example of using unicode text for fonts of different languages? I am using Windows fonts and glListBase to display them right now. I don't know much about fonts.
I am already using the right-hand column of the mat4 for instance colors, so my actual matrix data only takes 12 bytes.
I am pressed for bandwidth no matter what, because I always want to get the...