You guys are definitely right; I shouldn't base my applications on undefined behavior, therefore I went back to the drawing board and decided to go with the classic ping-pong approach :)
Without...
Type: Posts; User: Java Cool Dude
You guys are definitely right; I shouldn't base my applications on undefined behavior, therefore I went back to the drawing board and decided to go with the classic ping-pong approach :)
Without...
Hey,
I don't work at NVIDIA anymore, otherwise I could have just asked one of their employees directly for an answer.
Time to modify my profile, it's been a while since I have posted something on...
Thanks, I put together a quick sample using an FBO and it worked as a sharm.
Keep in mind that I am reading and writing to the same pixel which works out fine on the PS3 and the PC as well :)
JCD
Hey all,
Is there any way on the PC to read and write from the same texture at the same time?
I know for sure on the PS3 it is possibly and I am using it quite often, but what about Opengl on the...
You need to rotate and translate your point, that would make a Vector4Transform =-/
Also -Vector4Dot instead of Vector3Dot...
If you're using GLSL, try using -reflect(view, normal) instead of reflect(view, normal); that should fix it on NVIDIA cards =-/
You need to multiply the plane's normal (in your case [0 -1 0 1]) by the inverse view matrix and then normalize it (only the xyz part leave the w out of it since you need it set to 1.0f for later)....
Why do you need these lines? :confused:
for(int i = 0; i < 2; ++i) {
glDrawBuffer(buffers[i]);
}
I meant megabits which correctly translates into your figure assuming you're talking bytes. ;)
Unfortunately there is no way to tell how much video ram you got via OpenGL; DX on the other hand allows for such thing.
Regarding the memory foot-print of your textures, you can safely estimate it...
He's saying that the guy should bind a shader that exclusively overwrite the depth value in the framebuffer and then disables it and moves on with his rendering...
It's either that or I should give...
I don't know what's even more disturbing; the naked guy in the demo or zed's comment.
/shudders
Actually that fixed it =D
GF6600GT using the 81.95 drivers =/
Believe me I already tried that and the error persisted =/
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
...
Oh the site is back up again, those screens are sweeeeet dude, two thumbs up :)
Gave you a temporarily unavailable Yahoo page?
Go you :p
Add these two lines:
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
In the current state of ATI's official drivers, you can only attach a 16 bit DEPTH texture.
Hope that helps
On ATI cards make sure your objects are not compiled (VBOs for instance) and you should be getting a healthy speed boost.
Send me your source (if you don't mind) and we'll take a look at it.
If I ever put my hand on the [CENSORED] who leaked the driver I would [CENSORED] [CENSORED] him. :mad:
J/K glad you have it working :D
Doesn't seem to work, it kinda crashes my testing machines.
Self-promotion
Hmmm let me talk to our engineers about this.
Brb