More OpenGL goodness. Very nice!
Type: Posts; User: Heiko
More OpenGL goodness. Very nice!
Intel OpenGL support is very poor indeed. If you get a recent nVidia or AMD graphics card using drivers downloaded from the vendors themselves you would get OpenGL 3 or 4 support (depending on how...
I'm looking forward to the conformance tests. I think its great to see progression on that part of OpenGL. We have a nice spec now with OpenGL 4.1 (although there is always room for improvements). It...
It looks like we don't get a new OpenGL version yet, even though there are some interesting extensions that would clearly make a nice addition to core. I hope we get some news from Khronos about...
Great work on putting the updated reference pages online! I will certainly make a lot of use of these!
Don't know what this talk is about...
I can't remember seeing any scheduled announcements for OpenGL 3.0, 3.1, 3.2, 3.3/4.0 either. If I recall correctly they were just announced during the OpenGL BOF, but I might be wrong.
We'll see...
Most regular readers will probably read this topic, however if nobody shares your experience, there is not much too comment. You could try to create a minimal example program that demonstrates the...
I'm having a memory leak as well with some OpenGL code using Ati drivers (HD4870). I haven't been able to track down the problem yet, but I'm 95% sure it is not my own code that causes the leak....
Just download the appropriate driver for your graphics card and you'll have it. I don't know about nVidia, but the AMD graphic card drivers are for both 32 bit and 64 bit systems.
There is no such...
Ah, of course. Funny how none of us noticed that! glBindFragDataLocation must indeed be called before the program is linked. If nVidia allows it after binding, you were probably lucky it worked on...
I currently use this, although I'm not very sure yet whether it is the best approach or that all functions in a single file (and thus a single shader) would be better.
What you have to do is:
*...
Currently I have implemented it as reading pixels back from the framebuffer into a texture (glCopyTexSubImage2D) and storing the pixels in ram (glGetTexImage). I also fix the framerate to 30fps....
I'm really looking forward to being able to use the reference pages for OpenGL 3.x / OpenGL 4.x. However the link in the main menu is dead since the introduction of OpenGL 3.2 about 9 months ago....
As a sidenote, I consider glDepthRange() to be part of the viewport transformation. [/QUOTE]
That is exactly what I did: using the inverse matrix. But I've written it out so that the terms...
In the link given to you, getting rid of matrices is exactly what is done. The derivation of the formula does use matrices, but once the formula is calculated, no matrices are involved anymore.
The new Catalyst 10.5 now has OpenGL 3.3 and OpenGL in the mainline driver (although I believe it isn't mentioned in the driver changelog).
OpenGL version number goes from 4.0.9826 to 4.0.9836...
I tried switching over unsigned integer values in GLSL and got a warning (implicit cast to int). I was surprised and found out a switch statement only accepts scalar integer values (according to GLSL...
Ah, I haven't fully recalculated everything, but it seems I have mixed up some variables in my first post. For [window coordinates -> ndc] I used the same near and far values as in the projection...
Ah, why didn't I think about that... just have a good look at the forward transformations and reverse them that way (instead of trying to reverse the general formula that makes very little...
Perhaps I got a bit too far in depth with this post. Can somebody tell me whether my general approach (apply inverse viewport transformation, apply inverse NDC transformation, apply inverse...
I'm having some trouble converting the depth written to a depth texture, together with the gl_Fragcoord.xy values to the eye position. I'm trying to derive the formula by inversing everything that...
But all the reported errors occured outside my app. How am I supposed to fix those errors? [/QUOTE]
Yup, that is indeed what valgrind does. And it does it for years already with Ati drivers. I've...
I do not experience such odd behavior. Sure there isn't some kind of memory leak elsewhere in your code that causes the segfault? Or some off-spec glsl(hlsl/cg) in your shader code?
I have quite...
I was just looking at your functions and I don't see anything too funny in your main code, except I would probably do something like this:
// vec4 src; // not necessary to be defined...