Hello,
I also had a problem with glReadpixels : the depth buffer was invalid on parts of the view...
Type: Posts; User: AllForum
Hello,
I also had a problem with glReadpixels : the depth buffer was invalid on parts of the view...
A small update.
I tested with the condition always false.
if (bIsTexture != 0) // always false
glTexCoord = glTexGen(0, TexGenMode, v);
So the function is not called. And I have the...
Thanks for the information concerning the varyings.
I tried to return a vec2 but I still have the problem...
@carsten neumann
I tried to return a vec2 from my function but that is not better...
@tonyo_au
I will check if I have unused variables.
I reproduced the problem with this simple unused float....
Thanks for the answer.
I have renamed the function but I have the same result...
And I edited my post to add [code] tags ! ;)
Hello,
I would like to know if you see huge errors in my code.
It's incomprehensible for me...
1- If I call a function in my vertex shader some views are not drawn. If I copy/paste the code of...
Hello V-man,
Thanks for following my post.
And you have found something !
As I am discovering FBO it was easier to quickly test the pixel format.
And with our classical pixelformat, which...
Yes. To then use gluUnProject to show world coordinates in the status bar or to move in the scene on some mouse events.
It is incredible (for me...) but there is no drawing problem. Maybe a...
Thanks for your answer.
For the fun, here are the depth buffers... http://imageshack.us/photo/my-images/15/pbdepthbuffer.png/
To answer, the view is refreshed because I added geometry. And the...
Hello,
I can't find what is wrong on ATI cards. On nvidia I have no problem.
Maybe you will have an idea...
I have 3 views :
- a 2D (ortho) view on the left
- two 3D (pers) view on the...
I have a small related question :
When using shaders the fixed functions are ignored.
Does it mean that the functions are not run or that the functions are run but the results deleted before...
The links on the specs are on the GLSL wiki ( http://en.wikipedia.org/wiki/GLSL ).
I wrote something wrong in my previous post : the 2 variables are built-in in version 110. Therefore they may be...
Hello Tonyo,
When you say "having a look at what variables are still defined" you mean the "built-in variables" excluding the "Compatibility Profile Built-In Variables" ? And the built-in...
Hello,
I am discovering that fixed functions concerning textures are not used with shaders...
I replicated glTexGen using the orange book to test : it works.
But I have some beginner questions...
Thanks for your help.
I did stupid things with texture id in place of sampler.
Now without changing my code but with the pair glActiveTexture(...);/glBindTexture(...); I can see my texture.
No...
Hello,
I am trying something but it does not work yet. I would like to know if it may work :
- I create a display list and store the textureID used during the display list creation.
When I...
The display lists draw geometry with old opengl 1.1 functions :
- they set geometry attributes : line width, line stipple, polygon stipple or texture
- they draw the geometry with basic functions...
Hello,
I had an old code like this :
glColor(c);
glCallList(l);
I replaced it with :
LoadShader();
SendColor with glUniform
glCallList(l);
Hello,
I am a beginner, so...
In this formula : colorVarying = diffuseColor * nDotVP;
The last component (alpha) in diffuseColor is 1.0. But after calculation if it is no more 1.0 then your...
I am a beginner too.
I used the color to verify some values. For example :
gl_FragColor = vec4(N.x, N.y, N.z, 1); // N is a normal
if ((N.x < 0.019) &&(N.y < 0.019) && (N.z < 0.019)) gl_FragColor...
Hello,
In fact the color is not set in the display lists in the existing code.
So I followed your advice and I replaced glColor with glMaterial.
And now it works on ATI too. :)
So I have not...
I am adding code on a lot of existing code ; that's why I have to use old OpenGL. But I am trying to add some new OpenGL... ;)
I read that nvidia is more permissive than ati. So I think there are...
Hello,
I use a simple phong shader to compute lighting.
It works fine on nvidia cards.
But with all ATI cards I always obtain funny colors and sometimes the good transparency (alpha).
The...
Hello,
I'm trying to replicate fixed functionality for directional lighting in a fragment shader.
My opengl code uses glColor and glColorMaterial.
I have some double sided transparent faces...
glColor is used in an existing code ; That's why I have to use it.
Ok, it is doing a rendering but with the same normal.
In my case (with cull face disabled) I have no gain to set...