You can have a look at the code for my DDS plug-in for the GIMP. It supports volume map loading. You can find it here.
Type: Posts; User: fenris
You can have a look at the code for my DDS plug-in for the GIMP. It supports volume map loading. You can find it here.
On the linux side, I'm pretty sure this is possible with recent Xorg versions with the Composite extension and using the GLX extension GLX_texture_from_pixmap. And it is really speedy. I would look...
My normalmap plugin for GIMP also has the ability to convert normal maps to height maps, though the algorithm I came up with is nowhere near as good as the above mentioned tool. But mine comes with...
Since you seem to be calling the function with a constant parameter anyways, have you tried declaring GetLightPos() to take a const int instead? It might hint the compiler into not being such a jerk...
Right. But I can also sample 2D NPOT or RECTs in GLSL with an nvidia card. That's what I mean. I'd like to be able to sample RECTs on ATI cards in GLSL as well. ATI already allows me to sample...
I've gotten acceptable results by using DXT5 compression. Put the x component in the alpha channel, and recalculate z in a pixel shader with sqrt(1 - dot(xy, xy)). Works everywhere with good...
Because unlike the NV3x, which cannot do NPOT in hardware at all, ATI can accelerate RECTs. They already do. Just no GLSL support :( It just seems like it shouldn't be a problem for them to add...
Oh, don't get me wrong. I would too. But for now, NV3x is still significant. RECTs work just fine for what I need NPOT textures for at this time. It would just be convienient and nice if I could...
I know it isn't hard. And I do use 2D textures on ATI parts when I need non-power-of-two dimensions. It becomes a pain because I have to write 2 of everything that uses NPOT textures due to the...
You can't sample RECT textures in GLSL with ATI. And from the impression I was given by their developer relations, you likely never will. Kinda stupid if you ask me, considering they already...
For the record, Nvidia doesn't support FBO on anything before the NV3x as well.
You don't need the depth renderbuffer if you are attaching a depth texture as the depth component.
No, but you can use this:
float frexp(float x, out float e)
{
e = ceil(log2(x));
return(x * exp2(-e));
}
Try setting the translation vector for your water texture matrix to 0.5, 0.5, 0. You want to project from the center of the texture, not the edge.
You sure can! If you have hardware that supports ARB_texture_float or ATI_texture_float, just render to a texture that uses an internal format specified by either of those extensions.
I understand NPOT is the way to go in the future, but I still don't get why ATI can't support ARB_texture_rectangle. They have EXT_texture_rectangle support and it works just fine. I can sample...
Here's my problem with that suggestion, and if I've missed something, by all means let me know :) I think ATI should just support ARB_texture_rectangle and add the rect sampling support to GLSL...
I think the reason it allows it (in linux, i use the same driver) is because it's really the Cg compiler under the hood, and it allows these sorts of things. In windows there is a way I believe, to...
Whoa! Someone is using my library? :eek: :D
Hi Roquqkie!
I had the same problem with my project. The way I solved it was to overlap the water plane by a bit when rendering my terrain geometry to the reflection and refraction maps. Just...
That's some slick looking water there FullAmmo. I just recently wrote water shaders myself for my own little project. I use this method:
for ARB_fragment_program HW:
fresnel = pow(1 -...
Nvidia's Cg compiler can compile GLSL code via the -oglsl command line switch, and you can use -strict to turn off Nvidia's 'extended' GLSL features.
I was wondering if it is possible to have GLSL programs get their compiled assembler sources written to disk in Linux, similar to the way it is done in windows. I am using driver version 66.29. I...
The entry points I found follow ATI's presentation, except they are suffixed with 'ATI'. Do an 'nm /usr/X11R6/lib/libGL.so.1.2 | grep -i mem' and you'll see them.
Also, I'd take glxgears scores...
All of the above. It also has entry points for ATI's implementation of super buffers.