Not on the slides, but stated at the BOF - Siggraph 2007 is the goal.
-mr. bill
Type: Posts; User: mrbill
Not on the slides, but stated at the BOF - Siggraph 2007 is the goal.
-mr. bill
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
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...
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...
// The GLSL vertex shader will run in software - unsupported language element used.
//
uniform mat4 ModelviewMatrix;
void main(void)
{
gl_Position = ftransform();
gl_ClipVertex =...
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>...
# 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...
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...
I don't think it's a bit pedantic at all.
I think it's a bit of a bug. (Sorry.)
-mr. bill
Sorry to sound so snippy.
What you call "moody" I call "conformant."
// ( ... , const in vec3 norm, ... )
// ...
vec4 lightVec = normalize(light.position - pos);
float diffuseLight...
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,...
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...
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...
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:...
INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506As far as gluErrorString goes, well....
-mr. bill
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...
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.
...
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
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
Try glValidateProgramARB( handle ) or glValidateProgram( name ), then check the infolog with glGetInfoLogARB( handle, ... ) or glGetProgramInfoLog( name, ... ) and print the log.
The most common...
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
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 );
...
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...
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...
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...