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    Re: OpenGL Siggraph BOF

    Not on the slides, but stated at the BOF - Siggraph 2007 is the goal.

    -mr. bill
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    Re: glPush/PopName and GLSL

    That would be me and my wicked spec writing.
    (7.3 & 7.4 of the spec, and a few other sections.)

    [insert smiley face here]

    -mr. bill
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    Re: glPush/PopName and GLSL

    Nobody "forgot." This isn't even a close or arguable call.

    The fixed-function state available to the GLSL is the state that GLSL *subsumes*. See section 7.5 of the language spec.

    The GLSL...
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    Re: Differences between GLSL 1.00 and 1.10

    You might find the GDC2005 presentation a good summary.

    http://www.ati.com/developer/gdc/GDC2005_OpenGL_Shading_Language.pdf
    and
    http://www.ati.com/developer/gdc_video.html

    (You can watch...
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    Re: Standard clip planes

    // The GLSL vertex shader will run in software - unsupported language element used.
    //
    uniform mat4 ModelviewMatrix;
    void main(void)
    {
    gl_Position = ftransform();
    gl_ClipVertex =...
  6. Re: ATI 5.8: glGenQueriesARB() & glIsQueryARB()

    GLuint id[1] = { 0 };
    glGenQueriesARB( 1, id );
    assert( glIsQueryARB( id[0] ) ); // *WILL* assert because query object not yet created.
    void GenQueriesARB(sizei n, uint *ids);

    returns <n>...
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    Re: ADDSIGNED2X -- Bit Shifting in ARB?

    # ARB_fragment_program
    TEMP texel;
    # ...
    MAD texel, texel, 2.0, -1.0; # map from 0.0,1.0 to -1.0,1.0
    // ARB_fragment_shader
    // ...
    vec4 texel;
    // ...
    texel = texel * 2.0 - 1.0; // map...
  8. Re: Blenders look different on various graphics adapters

    That would be where I would double-check first as well. Even if you request 0 bits of Alpha, on one implementation you might have gotten an RGBA pixelformat, while on the other you might have gotten...
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    Re: moody ATI shader compiler

    I don't think it's a bit pedantic at all.

    I think it's a bit of a bug. (Sorry.)

    -mr. bill
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    Re: moody ATI shader compiler

    Sorry to sound so snippy.
    What you call "moody" I call "conformant."

    // ( ... , const in vec3 norm, ... )
    // ...
    vec4 lightVec = normalize(light.position - pos);
    float diffuseLight...
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    Re: Texture Formats and FBO

    In GLSL all the texture built-in functions return four components, rgba. These are unpacked from the texture source components to the texel based on the Texture Base Internal Format (Alpha,...
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    Re: gl_Color bug in the ATI CATALYST 5.7

    This is not a driver bug.

    This is your shader bug, but I can understand why this is confusing.

    In the vertex shader there are the built-in variables:

    attribute vec4 gl_Color;
    varying vec4...
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    Re: ATI - texture access in vertex shader?

    Not at this time.

    You need to look at the implementation dependent limit GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS. The minimum maximum is zero, and the limit on ATI cards from Radeon 9550 through Radeon...
  14. Thread: tex2Dlod

    by mrbill
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    Re: tex2Dlod

    The spec language is NOT in error:
    Unextended OpenGL Shading Language does NOT permit texture2DLod in a fragment shader. To extend OpenGL Shading Language, add the preprocessor directive:...
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    Re: unknown error code (related to FBO's?)

    INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506As far as gluErrorString goes, well....

    -mr. bill
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    Re: Access single bit of a texture...

    An implementation (there are clearly obvious optimizations here, in particular replacing the divide by pow(2.0,shiftRight) ) for illustration purposes only:

    -mr. bill

    uniform sampler2D...
  17. Thread: glEdgeFlag

    by mrbill
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    Re: glEdgeFlag

    Edge flags are beyond quirky.

    No, they don't work for TRIANGLE_STRIP, TRIANGLE_FAN, or QUAD_STRIP. Just TRIANGLES, QUADS and POLYGON.

    Second, they work in both LINE *AND* POINT PolygonMode.
    ...
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    Re: arb_fragment_program + ATI = slow

    ARB_fragment_program_shadow has been supported since Catalyst Version 4.5 (that's just over a year ago).

    ARB_fragment_program_shadow itself was approved December 16, 2003.

    -mr. bill
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    Re: Validation fails

    Of course, you've changed the state by using glUniform (especially if you change a sampler uniform), so validate would pass and the info log string will tell you that.

    -mr. bill
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    Re: Validation fails

    Try glValidateProgramARB( handle ) or glValidateProgram( name ), then check the infolog with glGetInfoLogARB( handle, ... ) or glGetProgramInfoLog( name, ... ) and print the log.

    The most common...
  21. Re: Mixing ARB shader, GLSL and maybe NV shader

    Yes.

    FWIW, the texture enable hierachy is also replaced by instructions for ARB_fragment_program and samplers for ARB_vertex_shader/ARB_fragment_shader.

    -mr. bill
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    Re: Shadow and shaders

    This is an uberlight type of question.

    First, yes you must insert the shader code to do a shadow test, such as testing against a depth texture with a shadow2D( sampler2DShadow, texCoord.stp );
    ...
  23. Re: Mixing ARB shader, GLSL and maybe NV shader

    You can mix and match to your heart's content.

    There is an enable hiearchy that is similar to TEXTURE_1D, TEXTURE_2D, TEXTURE_RECT_ARB, TEXTURE_3D, TEXTURE_CUBE_MAP.

    glUseProgram( name ) and...
  24. Re: Enable conformant OpenGL texture clamp behaviour

    No, it's obsolescent slang, unit of currency on Tatooine, it means one-hundredth of a droid. (from centidroid). Banned by the Republic and replaced with "credits." Beware, local traders only...
  25. Re: Enable conformant OpenGL texture clamp behaviour

    I'm sorry, but that's just simply not correct.

    First, both SGIS_texture_edge_clamp and EXT_texture_edge_clamp predate TNT. Other implementors (even in the consumer market) supported these...
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