The light position gets transformed by what is the current modelview matrix (so it ends up in eye space). This is often the cause of the light not working as expected. If you change the modelview the...
Type: Posts; User: Nicolai de Haan Brøgger
The light position gets transformed by what is the current modelview matrix (so it ends up in eye space). This is often the cause of the light not working as expected. If you change the modelview the...
Have you tried with glPixelStorei(GL_UNPACK_ALIGNMENT, 1) before glTexImage2D?
Usually when people use the term "buffer" in a GL context they mean a chunk of memory (array) on the GPU. But the term is used loosely sometimes and a buffer can reside on the CPU or on the GPU...
Hmm, vertex texture fetch does work very well on newer architectures. The latency can often be hidden by ALU ops and because of the access pattern with these algorithms that are based on regular...
Call glTexImage2D after the image is loaded?
I think GS has a niche with point sprites, or? There's probably a few other techniques where it's the preferred approach... A lot of developers were just expecting something else than it really...
Cool stuff, thanks for sharing!
I think everyone here would rather you use the bandwidth on higher resolution. Another idea would be to zoom in on the different effects if you record another video...
Wups sure, don't know why I confused texEnv and texParam that night. Good thing you caught that Knackered.
I think, there's no built-in uniforms in GLSL for this. You need a different approach if you can't send in the viewport/window values into the shader via Uniforms as Stephen suggests.
Are you...
Did you look at http://glew.sourceforge.net/install.html ? It has binaries and install instructions.
Maybe Stuart means, compile a vertex shader then attach it multiple times to different programs. For instance, the (same) pass through vertex shader could perhaos be useful in many different programs...
I believe the state information you refer to, is part of the texture sampler unit (and not the texture object state). You should be able to bind the same texture to different texture unit (each with...
int p; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &p);
You can look in the Red Book, chapter 2 towards the end for an idea.
Agree about the spec.
I noticed a few books in the pipeline that covers GL3, supposedly out soon (Beginning OpenGL Game Programming, Second Edition), and in August (OpenGL Programming Guide, 7th...
As far as I've understood it this is normal behavior - the driver must maintain a copy for situations where the data on the GPU has to be paged out and in. Free the memory in your application if it's...
I've posted the same problem as you in the past and we concluded that you can not trust proxy textures. Specifically, it does not take the internal format into consideration (on some...
Maybe this http://image.diku.dk/research/trackballs/index.html
I guess you've looked at Stefan Gustavsons simplex/perlin implementation already?!
Hm, I think OP is after some implementation that doesn't use textures at all in the VS (not just an...
Not way off because the Geometry Clipmap algorithm is not sensitive to local features, it's both its strength and weakness - depending on how you look at it. However if generate your geometry...
What Zengar said (these algorithms work on blocks of 4x4 texels). Instead you should just create a 2D texture with 4 texels in height and it should work.
Performance will be OK (although not exceptional) with VTF on GT7800 as long as you use one of the two texture formats that are hardware-accelerated in the VS - GL_LUMINANCE32F_ARB and...
Well, as I see it, wouldn't transform feedback sort of defeat one of advantages of using VTF - that of reducing bandwidth requirements?!
<s>
Instead of multipass for simple SM, what are the reasons...
Ouch, I'm sorry. I completely misread your post and the problem :)
What you need to do is to set up a perspective projection with a far and near plane, that contains what you want to render. You...
Because polygons are thought of as having front and back faces, and because the OpenGL default state is to cull (not rasterize) back face polygons. A front facing is one in which the winding is...