Hi,
i'm trying to understand why this extension is not supported on Nvidia hardware. I installed the latest driver driver it is not yet supported! It was approved almost three years ago!
Is it...
Type: Posts; User: MrFrustum
Hi,
i'm trying to understand why this extension is not supported on Nvidia hardware. I installed the latest driver driver it is not yet supported! It was approved almost three years ago!
Is it...
Hello,
i have an FBO with color texture and depth buffer texture. My question is: is possible to copy the depth buffer texture into the main window depth buffer using glCopyImageSubData?? I just...
Hi,
i'm trying to implement this shadow technique. Anyway, looking around for some code examples, it seems that i have to create a copy for all the shaders to insert custom matrix multiplication...
I am referring in particular to the GL_NV_vdpau_interop extension. VDAPU seems a collection of API to off load video decompression to GPU via openGL but it seems it doesn't work for windows. I...
Hello,
is it possible to decoding video on GPU via OpenGL under Windows?
Maybe using some extensions?
Thank you
Hello,
here is my problem not strictly related to OpenGL. I developed a quadtree based terrain engine ( regular grid Chunked Lod ). Now i want to put on it some models like an airport's runaway....
It works :)!
Thank you
Hello,
this is my problem:
i have n meshes stored in a vbo. The meshes have the same structure ( same number of vertices ). So i need only one array of indices and specify an offset for each...
Yes i would like to write my custom depth testing when i need it ( to avoid Z-fighting for example ). So is not possible to access depth buffer in the fragment shader.
Right?
There is a similar...
:) ok ok.
I'm trying to figure out how to access depth buffer directly in the fragment shader. It seems that DX10 can do that via Shader Resource View without rendering into a texture and binding...
Hello,
my question is simple.
Where do gl_FragCoord.z come from?
Is it coming from the rasterizer ( the eventually new incoming depth buffer value ) or is it the actual value grabbed from...
I'm using a wavelet compressed format like ecw and jpeg2000 from satellite image and dted data. The decompression is done on the cpu at run-time. So yes, i could work around generating each mipmap...
Thank you Alfonse.
Oh this is not a good news... Because i think that texture array are very good for terrain. You have to bind only one texture for each patch and you can improve further using...
Hello,
i'm trying to streaming textures for an out of core terrain rendering system. GL_TEXTURE_2D_ARRAY seems the way to go. I create a GL_TEXTURE_2D_ARRAY with for example 128 layer. Each frame...
Thank you kyle_. You are right. You need to bind the fbo before making the query :).
Help :) !
Anyway I know that the position is express like (x,y) position. The range is between (0.0, 0.0 ) .. ( 1.0, 1.0 ) with (0.5,0.5) as pixel center.
My question: Wich is the extent of...
Hi,
i'm succesfully using GL_ARB_texture_multisample extension. Anyway, when i try to query for GL_SAMPLE_POSITION, i get always zeros. My graphic card is a Nvidia Shader Model 4.0.
Here is...
Hi,
i have studied a lot :).
MSAA is good for edge but, for internal part of a primitive, each sub-sample will be evaluated with the same color/texture value. So rasterizing a 4xMSAA with...
Dark Photon, your technique seems to be really cool. Anyway let me check if i understand.
Suppose we have a screen resolution of 1600x800. To save bandwidth, we implement deferred shading using...
Hi,
thank you for your answer.
I know glViewportArray and i tried it with layered rendering but it is a different thing. Anyway with layered rendering you need to provide a 3D texture or an...
Hi,
my main problem is to create a G-Buffer with different resolutions and format for each textures but i know that the viewport setting is the same for all the textures. I tried with...
Hi,
i want to draw into a G-Buffer with MRT. The G-Buffer is composed by an FBO with 3 attached textures with different size and different format. So, in order to render correctly, i need...