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Type: Posts; User: James A.

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    Thanks for clearing that up, I am not having...

    Thanks for clearing that up,

    I am not having any problems. I'm sorry if this seems like an odd question, but I was just looking up if HALF_FLOAT was the correct way to do it and since it wasn't...
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    Thanks for the answers guys, but i am still...

    Thanks for the answers guys, but i am still confused.

    My pixel data that i have prepared on the CPU is already an array of 16 bit half floats. I thought the last three arguments for glTexImage2D...
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    loading GL_RGBA16F to glTexImage2D

    I have a texture made up of RGBA half floats, what is the correct way to send it to glTexImage2D?

    I thought:
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_HALF_FLOAT, data);
    ...
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    I think i got closer to the cause of the problem....

    I think i got closer to the cause of the problem.
    I wrote this rather silly vertex shader to test things out:



    //in the shader
    #version 420 core
    layout(location = 5) in unsigned int inByte;...
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    So i am not alone, Thanks Nowhere-01. I had a...

    So i am not alone, Thanks Nowhere-01.

    I had a look through the spec and couldn't see any problems. Maybe this is a driver issue?
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    GL_BYTE vertex attribute giving wrong data

    I have a debug text rendering setup which feeds char data to a vertex/geometry/fragment shader.

    On my nvidia gtx460 feeding the char* data using this as the data description:
    ...
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    some extra information: using : in ivec4...

    some extra information:
    using : in ivec4 inJointIdx;
    if I use inJointIdx for something trivial in the shader, and query it's location it gives me "4", but still won't let me manually set it using...
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    layout location qualifier with ivec4

    I am having a little trouble with my shader:

    This doesn't work, I get a linker error



    #version 420 core
    layout(location = 0) in vec4 inVertex;
    layout(location = 1) in vec4 inColour;...
  9. http://www.opengl.org/discussion_boards/showthread...

    http://www.opengl.org/discussion_boards/showthread.php/165360-Access-to-triangle-normals-rather-than-vertex?p=1169422#post1169422

    this method, using dFdx/dFdy, also works and doesn't require...
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    what do you mean by OpenGL 3.0 Frameworks? ...

    what do you mean by OpenGL 3.0 Frameworks?

    You should be able to edit and compile an OpenGL program in C using Microsoft's visual studio 2010 (even with the free express editions)

    You can use...
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    You can create openGL contexts within winforms...

    You can create openGL contexts within winforms using visual studio :
    http://www.codeproject.com/Articles/16051/Creating-an-OpenGL-view-on-a-Windows-Form
    http://www.phasersonkill.com/?p=787
    ...
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    Re: Uniform Buffer Object layout binding

    The rendering was incorrect, so I just added a few checks to see what was not as I expected.
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    Re: Uniform Buffer Object layout binding

    That's pretty much what I am doing, it's for a bunch of tests with some shared UBOs and it's easier than setting the binding point each time, though that isn't a big undertaking in itself.

    I...
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    Re: Uniform Buffer Object layout binding

    I didn't try two arrays, but It also happens if I put a dummy array at the top of Transforms.
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    Uniform Buffer Object layout binding

    I have two Uniform Blocks in my vertex shader :


    layout(std140, binding=1) uniform Transforms
    {
    uniform mat4 mvp;
    uniform mat4 proj;
    uniform mat4 mv;
    uniform mat4 nrmn;
    }trans;
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    Re: How to use multiple output shaders??

    I have a question/comment about this part of your code,

    glReadBuffer(GL_COLOR_ATTACHMENT0);

    Does this actually have any effect?


    I think when you call glBlitFramebuffer only what is...
  17. Re: NVIDIA 280.26 driver for Win64 & OpenGL programs

    ah! so this is why my stuff stopped working when I updated my drivers. Thanks everyone :)
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    Re: MRT fragment shader output

    Thanks guys, I figured that is what I'd have to do, I kind of wondering if there was a was of discarding only certian fragment outputs and not all. I guess not.
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    MRT fragment shader output

    I have 3 colour render buffers attached to my FBO and most of the time I will draw to all of them in the same shader using something like

    outFragData[0] = vec4(1.0);
    outFragData[1] = vec4(1.0);...
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    Re: So where's an example tessellation shader?

    Here are some explanations/examples i have found.

    http://prideout.net/blog/?p=48
    http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/
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    Re: Shadows on wrong side of Shadow Volumes

    A picture of the problem might help us a bit here ;)
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    Re: Texture Buffer Object Problem

    Thank you so much for the quick response kRougue:

    I was setting the sampler uniform to 0 at initialization, however I was not using samplerBuffer because it gave me a compiler error with...
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    Texture Buffer Object Problem

    I'm having trouble setting up a GL_TEXTURE_BUFFER

    I have written a simple program to draw a cube at the origin and then have it's position offset by data stored in a 1D texture.

    I initially...
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    Re: gl_Position in OpenGL 3.0+

    maybe it's because there can be several outputs from a vertex shader to a geometry/fragment one and the underlying source needs to know which one is the vertex position?
  25. glActiveTexture and PBO transfers on Nvidia

    I have come across a strange problem, and was wondering if anyone could shed some light on it.

    I have been doing some GPU skinning in GL 3.3 and 2.1. my 3.3 version works without any problems, but...
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