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Type: Posts; User: Java Cool Dude

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  1. Re: Read and write from/to the same texture

    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...
  2. Re: Read and write from/to the same texture

    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...
  3. Re: Read and write from/to the same texture

    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
  4. Read and write from/to the same texture

    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...
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    Re: Oblique near-plane clipping

    You need to rotate and translate your point, that would make a Vector4Transform =-/
    Also -Vector4Dot instead of Vector3Dot...
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    Re: Oblique near-plane clipping

    If you're using GLSL, try using -reflect(view, normal) instead of reflect(view, normal); that should fix it on NVIDIA cards =-/
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    Re: Oblique near-plane clipping

    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)....
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    Re: FBO and MRT problem

    Why do you need these lines? :confused:

    for(int i = 0; i < 2; ++i) {
    glDrawBuffer(buffers[i]);
    }
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    Re: texture memory problems

    I meant megabits which correctly translates into your figure assuming you're talking bytes. ;)
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    Re: texture memory problems

    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...
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    Re: Performance Trouble FBO

    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...
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    Re: raytracing

    I don't know what's even more disturbing; the naked guy in the demo or zed's comment.
    /shudders
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    Re: FBO woes (DEPTH_STENCIL_EXT)

    Actually that fixed it =D
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    Re: FBO woes (DEPTH_STENCIL_EXT)

    GF6600GT using the 81.95 drivers =/
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    Re: FBO woes (DEPTH_STENCIL_EXT)

    Believe me I already tried that and the error persisted =/
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    FBO woes (DEPTH_STENCIL_EXT)

    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);

    ...
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    Re: a bit of selfpromotion

    Oh the site is back up again, those screens are sweeeeet dude, two thumbs up :)
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    Re: a bit of selfpromotion

    Gave you a temporarily unavailable Yahoo page?
    Go you :p
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    Re: Questions about FBOs

    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
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    Re: GL_SELECT slow on ATI x800

    On ATI cards make sure your objects are not compiled (VBOs for instance) and you should be getting a healthy speed boost.
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    Re: nVidia crash (cause yet unidentified)

    Send me your source (if you don't mind) and we'll take a look at it.
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    Re: FBO: Unknown error (0x0506)

    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
  23. Re: GL_EXT_framebuffer_object in Catalyst 5.7 ;)

    Doesn't seem to work, it kinda crashes my testing machines.
  24. Re: transparent shadow mapping: How To?

    Self-promotion
  25. Re: PBO problems, and nVidia particle demo doesn't work??

    Hmmm let me talk to our engineers about this.
    Brb
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