if you have a secondary render target bound as in
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, buffer);
should it respect the state of...
Type: Posts; User: heppe
if you have a secondary render target bound as in
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, buffer);
should it respect the state of...
Now it's starting to look like multiple different bugs for the separate platforms. On each of the 3 crashing platforms, slightly different actions trigger the crashes. I believe I've identified...
Using mesa3d software was on purpose. We wanted an implementation we could debug into to try to decode what was going on.
It's possible that this is a different bug from the one that Jan...
Was there ever any resolution to this one? I seem to be bumping up against a similar issue -- crashes GeForce, but survives Radeon. Here are the known data points in my case:
GeForce 7300gs,...
we've found that on quadro cards, performance of GL_POINTS is extremely sensitive to the pixel format that is chosen. For example, I found that I got a 10x speedup by choosing a pbuffer that did not...
unless I'm missing something, I think we already have the w (or "q"), since we needed to compute it to project the points in the first place.
You are right that we really should be using texgen...
We are using a texture to get per-pixel attenuation for a spot-light effect. We are doing our own TexCoord calculation based on vertex locations relative to the "spotlight". The calculations are a...
my needs are simple. I want to save and restore the screen on windows. I create a pbuffer, and then use the "make current read" extension (wglMakeContextCurrentARB) along with glCopyPixels to copy...
http://www.ronfrazier.net/apparition/index.asp?appmain=research/advanced_per_pixel_lighting.html
http://www.ronfrazier.net/apparition/index.asp?appmain=research/per_pixel_lighting.html
did you try
glDepthFunc?
glDisable( GL_STENCIL_TEST )?
have you seen it on more than one graphics card?
don't forget that full csg requires view-dependent sorting and depth peeling. you'll need multiple passes.
it might have been true at some point in the past that gcc was slower than cl, but, my recent experience has been that it handily beats at least the msvc6 version. I took a set of custom cpu-limited...
I talked to Evan Hart at ATI, and he said that this looked like it might be a bug in the ATI drivers.
One argument in favor of that conclusion is that the trashed area of the color buffer...
I am using a pbuffer to quickly save/restore color and depth information. I am looking for something that will work on radeon (ideally on older radeons, too), which rules out ktx buffer regions and...
9700 or 9800 is what I had in mind. How is the performance relative to reading stuff back into system memory with glReadPixels?
Does anyone know what the performance expectations of glCopyPixels to and from pbuffers would be on Radeon?
We are looking for a replacement for wgl_arb_buffer_region/ktx_buffer_region, which ATI...
The best starting point is probably the OpenGL Programming Guide (a.k.a. the "red book"). The next book I'd pick up is the Opengl Reference Manual (a.k.a. the "blue book). Here are the amazon...
It is dangerous to assume what is and isn't common usage. It all depends on the data. We are routinely T&L limited in HOOPS (lots of small triangles in MCAD), but then again, we have static LODS. ...
lighting that appears either too light or too dark is often the sign of normals that need normaizing. Try glEnable( GL_NORMALIZE) as a workaround.
There's also glColorMask, which could be useful here (e.g. with args false,false,false,true).
(why do I have images of kids playing duck duck goose running through my head?)
what is the best way to do flat shading?
It may sound simple, but consider that tristrips may reference vertices more than once, each time taking its normal from a different associated face. ...
the only way to get rid of that is by introducing a new vertex in the center. It's the exact same problem in color space as trying to fit a plane to 4 nonplanar points in R3.
&worldx, &worldz, &worldy
?
hardware support for overlays is indeed spotty (e.g. Radeons have none at all).
3d models on 2d backgrounds... so what's keeping you from doing normal alpha blending?
Does anyone know if there is ever going to be a GLX equivalent to WGL_ARB_buffer_region? I know that mesa has ktx_buffer_region, but that one is a bit ill-specified.