You're right, the spec requires it. The driver never complained before... :confused:
Type: Posts; User: KRONOS
You're right, the spec requires it. The driver never complained before... :confused:
Well, my program stopped working. I found out that the problem is in this call:
glVertexAttribPointer(0, 2, GL_FLOAT, false, 24, (void*)0);//GL_INVALID_OPERATION
And I checked to make sure I have...
Isn't it obvious? They're adding the API for ray-tracing... :p
(I wouldn't be surprised if nVidia is backing up Intel on this)
I'm also currently implementing a hdri pipeline and this thread was a great help. My problem now is with tone mapping: I'm having a few problems with it's implementation (I've googled and searched...
Dynamic flow control and texture lookup (in the vertex shader) are possible with GLSL.
The vertex frequency stream divider and geomometry stancing are not available in GL because well, it is not...
Shader Model (1.0, 2.0 or 3.0) is just D3D way of grouping certain capabilities any given card has. OpenGL doesn't work this way. You can access everything SM3.0 provides for D3D, in GLSL. You make...
I just noticed new extensions in the registry:
WGL_3DL_stereo_control
GL_EXT_stencil_clear_tag
GL_EXT_texture_sRGB
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_MESAX_texture_stack ...
Agree on thew idea of multilanguage support. That would be a really good thing, specially for people starting with OpenGL (of course, the primary wiki being in English).
It would be nice to see and...
Forgot to mention that (and didn't notice Baggio was trying to upload a 96 bit texture). :)
There is only filtering for FP16 textures and limited do either 1, 2 or 4 channels I think...
Yes they do. In NVIDIA hardware (NV40 and G70) they support linear, bilinear, trilinear and anisotropic...
Your probably confusing with ATI that doesn't support filtering, even in their new cards......
Exacly, noone really knows what it is. But everyone knows it is comming. And what thread are you talking about? (I couldn't find one related to this subject...)
Like I said, if the ARB meeting notes...
It seems that the next DirectX version will have some sort of topology/geometry processing. In fact, I think the GPU in the XBox360 has something of the sort......
Yes, glFinish doesn't return until previous GL calls terminate...
beginTimer();
drawGL();
glFinish();
endTimer();
Read this: http://developer.nvidia.com/object/nv_ogl2_support.html
There is a section regarding point sprites on 6x00 hardware...
I'm currently, in my renderer, doing this:
for every model
push modelview
mult model matrix
draw model (with a vertex shader)
pop modelview
end for loopI haven't tested it,...
NVIDIA just posted a presentation regarding FBO, that was part of their GDC2005 GL talks.
From 1.5 spec:
:D I forgot to say I call glReadBuffer(GL_NONE) too, very much like spasi said. And like spasi, I still get the unsupported error and so I attached a texture to the framebuffer and it works (without...
But the spec says a color renderbuffer/texture is not needed. And I call glDrawBuffer(GL_NONE). I think this is probably a bug related with MTR (and I am working with a FX5700, so no MTR support).
It didn't work neither.
FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT is generated when: "The value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT must not be NONE for the color attachment point named by...
Yeap, it returns GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT.
Is it impossible to create a framebuffer with no color attachment? For example, when rendering to a depth texture (e.g.: shadow maps), there is no need to have a color texture/renderbuffer. But the...
NPOT is part of GL2.0 core.
So far NVIDIA's implementation has been working without bugs (regarding fbo).
Suporting texture rectangle doesn't mean suporting ARB_texture_non_power_of_two. That would mean that a GF3 would...