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  1. Here is a simple pass through vertex shader that...

    Here is a simple pass through vertex shader that fails:

    #version 420 core


    layout(location = 0) in vec4 position;
    layout(location = 1) in vec2 uvs;
    layout(location = 2) in vec3 normal;
  2. Shader link error after installing latest NVidia Quadro driver (311.35)

    I just installed the latest NVidia driver for Quadro 4000 cards.From this moment any of my shaders linking fails with shader link error.
    It is worth noting I am using OpenGL 4.2 with separate shader...
  3. OpenGL sampler2D as argument into subroutine method causes error

    I have a subroutine method in GLSL fragment shader which should output pixel based on sampler2D as input argument.The program fails to compile with this setup.However the method works fine as long as...
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    MSAA in OpenGL 4.0

    Hi All. I am trying to understand different methods of MSAA in GL 4.0 (CORE) I started with GL 3.3 and used the book "OpenGL Superbible 5" as a primary reference to modern pipeline.In the app I have...
  5. I know it too :biggrin-new: . So your answer is...

    I know it too :biggrin-new: . So your answer is that I am doing it the right way ?
  6. I do understand.But it seems you don't get what I...

    I do understand.But it seems you don't get what I am asking. I just made a test.I passed to the light shader the camera matrix without inverting it.So now if I move the camera let's say to the right...
  7. That is what I don't get. What you mean is to...

    That is what I don't get. What you mean is to take the camera position (its model matrix) and use it to transform every entity ?
  8. View matrix for point light calculation should be inverse?

    Hi All. I have the following question.I am coding the point lights.I want to use camera space .I need to transform light position using camera (view) matrix.But I don't understand,
    should be the...
  9. He He , like that. I am writing nothing to alpha....

    He He , like that. I am writing nothing to alpha. Just rgb if it is vec3 .And if it is vec4 I write rgba from the input sampler which is RGBA texture.
  10. Man ,you are completely right. That is what I...

    Man ,you are completely right. That is what I do.let me explain once again.I have an FBO .I render some geometry to attachments of that FBO.Then I switch to the default FBO and read the color...
  11. That is GBuffer which I currently checking using...

    That is GBuffer which I currently checking using blitting.So I attach it , draw some geometry with one of its color attachments active,then blit to viewport. That is what I am doing :)
  12. I blit the color attachments from FBO. The data...

    I blit the color attachments from FBO. The data to thead attachments comes from the texture which is passed to some fragment shader I am using to render geometry. Now seems logical?
  13. glBlitFrameBuffer renders empty when using vec3 as output for fragment

    Hi all. Strange problem I am experiencing. I am rendering color data from frag shader to fbo texture attachment. If the fragment out is of type vec3 the glBlitFrameBuffer shows nothing. But if I set...
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    Yes , I am switching to multipass+accumulate. I...

    Yes , I am switching to multipass+accumulate. I have a question here.Should I blend each light color add to the buffer and then also blend that buffer with the scene geometry?I just see here several...
  15. Replies
    3
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    1,274

    Uniforms limit in shaders ,OpenGL 4.0

    Hi All. I have a frag shader that does multi - source phong point lightning . I define an array of structs which hold all the properties needed for each light source.I have 5 uniforms in each...
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    Thanks a lot for this great answer .

    Thanks a lot for this great answer .
  17. Replies
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    1,560

    Thank you, yes I googled more and found that I...

    Thank you, yes I googled more and found that I need to blit to a regular buffer.Now i would like to ask more questions regarding MSAA :
    What is preferable to use a target in the FBO renbder...
  18. Replies
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    Can't read pixels from multisampled FBO.

    Hi All. I am really confused on how to multisample textures in FBOs .I found some info on Multisampling in "OpenGL super bible" and in the examples from www.g-truc.ne . And I can't get a unified...
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    MSAA with Deferred shading.

    Hi all. I am considering multi light system implementation. Currently my point of interest is deferred lightning and light pre pass ( outlined in ShaderX 7 book) .Now because the work is done using...
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    Texture multi sampling in OpenGL 3.3

    Hi all. I am really going mad about this issue.I want to implement MSAA .I have read OpenGL super bible and some other articles where there are some examples.What I understood from most of that data...
  21. I am generating a planar mesh in procedural way....

    I am generating a planar mesh in procedural way. It may have a varying number of segments and vertices.But never mind ,I have found the solution . :)
  22. The render speed is the concern.I mean , the...

    The render speed is the concern.I mean , the rendering will be done on commercial hosted GPU farms and the less time render job takes the less $ will be paid for farm usage.So it is important to...
  23. Dark Photon ,thanks for the extensive...

    Dark Photon ,thanks for the extensive answer.Well, the idea is to do an offscreen rendering with the final output of each frame going to bitmap. I am not sure I will need hundreds of light sources.I...
  24. Thanks ,will definitely look into deferred...

    Thanks ,will definitely look into deferred rendering. Anybody else ?
  25. Multiple lights framework best practices advice

    Hi All.I am pretty newbie in OpenGL dev.I am working on mini engine where I need to implement multiple light sources on demand.So that any objects in the scene can get one or more (or none) number of...
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