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Type: Posts; User: Leadwerks

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  1. Re: FBO with float texture color attachment; GEForce 7

    I just found the solution here, but will write it down for anyone who does a search on this forum:
    ftp://download.nvidia.com/developer/Papers/2004/Vertex_Textures/Vertex_Textures.pdf
  2. FBO with float texture color attachment; GEForce 7

    I can render to a float texture with no problems with my GEForce 8800. On my GEForce 7300 an incomplete FBO attachment error occurs when I try to set up the FBO. The code below works with GL_RGBA8...
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    Re: glTexImage2D with 16F textures?

    Oh duh, glTexSubImage doesn't even care what the existing texture format is. How embarrassing.
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    Re: glTexImage2D with 16F textures?

    1. I am talking about glTexSubImage2D, not glTexImage2D.

    2. Is this format supported on ATI cards?
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    Re: glTexImage2D with 16F textures?

    I don't follow.
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    Re: glTexImage2D with 16F textures?

    TexImage2D works fine, but according to the spec and my own attempt, glTexSubImage2D does not. I don't want to update the whole texture, only part of it.
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    Re: glTexImage2D with 16F textures?

    Is there a reason glTexSubImage2D does not work with float textures? What if I want to modify my terrain heightmap data dynamically?
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    Re: glTexImage2D with 16F textures?

    That's hilarious. I have been using GL_UNSIGNED_BYTE since the beginning of time, and it didn't even occur to me to change it. I don't even see it anymore. XD

    I'm trying this right now. Looks...
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    glTexImage2D with 16F textures?

    According to the texture_float spec:



    That's great, but what can I use in the <format> parameter of glTexImage2D()? If I have all my pixel data and want to send it to the 16F texture, how the...
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    Re: Any luck using ATI's bindable uniforms?

    Do you work for ATI? I don't really feel like making a demo to demonstrate the problem right now.
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    Re: Read the framebuffer during writing?

    You don't need to read the depth value. Just copy that depth data into the framebuffer and it will automatically be used for early discard.
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    Re: glVertexAttribDivisorARB

    The techniques I investigated are the following:

    Uniform Array
    +The easiest to use.
    +No extensions to check.
    -No way to determine max size.
    -Much smaller capacity than bindable uniforms (~60...
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    Any luck using ATI's bindable uniforms?

    When I try using ATI's bindable uniform implementation, the desktop display gets...corrupted?...and the program stops responding. Has anyone had any luck with this?
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    Re: glVertexAttribDivisorARB

    Apparently ATI just added the bindable uniform extension, but their implementation crashes my program. I guess they are moving in the same direction, though.
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    Re: glVertexAttribDivisorARB

    I would prefer a correct/official method that someone has actually put some thought into. Instanced rendering isn't an obscure technique.

    I just tested and I can verify that the max matrix array...
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    Re: glVertexAttribDivisorARB

    What is the correct way to perform instanced rendering in OpenGL? ATI supports the instanced_arrays extension, and NVidia supports the bindable uniform extension. What is the correct way to upload...
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    Re: glVertexAttribDivisorARB

    GEForce 8800 GTS.

    The function pointer isn't null.
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    glVertexAttribDivisorARB

    I read the instanced_arrays spec here a few times, and it seems simple enough:
    http://opengl.org/registry/specs/ARB/instanced_arrays.txt

    The import part seems to be calling...
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    Re: Deferred Shading Stencil Tests

    Probably had to do with ATI not working and needing to keep my buffers separate.
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    Re: Deferred Shading Stencil Tests

    I think you need depth writing enabled, or something like that. I'm sure there was a good reason, if I did it. I got it to work on ATI cards, so that is good enough reason to make it correct!
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    Re: Deferred Shading Stencil Tests

    1. Render to your gbuffer (color, normal, and depth).
    2. Render lights to another FBO (color & depth). Copy the depth component from the gbuffer to this next buffer (either an FBO or the back...
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    Re: ARB_instanced_arrays

    If it is standard, it might not be in the extensions string. You can just assume it is supported.
  23. Thread: S3 Graphics?

    by Leadwerks
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    S3 Graphics?

    I was wondering if anyone had any experience with S3 Graphics. I came across their hardware a while ago, and wrote to ask some questions and see if I could get some testing hardware, but they did...
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    Unicode text?

    Anyone have an example of using unicode text for fonts of different languages? I am using Windows fonts and glListBase to display them right now. I don't know much about fonts.
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    Re: Max uniform matrix array size?

    I am already using the right-hand column of the mat4 for instance colors, so my actual matrix data only takes 12 bytes.

    I am pressed for bandwidth no matter what, because I always want to get the...
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