Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Foobarbazqux

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. Replies
    4
    Views
    4,063

    > If I could perform bitwise operations in GLSL...

    > If I could perform bitwise operations in GLSL and just store a boolean for each texture layer,

    GLSL has had bitwise operators since at least GLSL version 1.3, which released in 2008. Which...
  2. Replies
    44
    Views
    82,676

    Sticky: I've read the ARB_sparse_texture spec and I...

    I've read the ARB_sparse_texture spec and I noticed that the AMD_sparse_texture spec has functions to fetch from a sparse texture and return information about whether any texture data is present, is...
  3. I don't post here very often, specifically to...

    I don't post here very often, specifically to avoid getting responses from Alfonse.

    Edit: Did I give the impression I have more merit?
  4. Replies
    68
    Views
    15,827

    Some current mobile hardware has programmable...

    Some current mobile hardware has programmable blending exposed via NV_shader_framebuffer_fetch. Is it unreasonable to think that current or near future OpenGL hardware might have similar...
  5. Replies
    113
    Views
    100,283

    Re: Curious to who is sticking with OpenGL now...

    V-man, are you saying that GLEW doesn't meet your needs, but if would if it had a Kronos Group "Seal of Approval"?
  6. Replies
    113
    Views
    100,283

    Re: Curious to who is sticking with OpenGL now...

    Probably not, rich people/companies (like iD and Blizzard) have been pushing to change OpenGL stuff for years and it has largely hasn't affected anything.
  7. Replies
    11
    Views
    2,869

    Re: compiling up front

    Eric Lengyel says you are wrong about alpha testing. Please stop spreading misinformation.
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=261995#Post261995
  8. Replies
    10
    Views
    5,174

    Re: Core slower than Compatibility (Linux)

    Can you provide us with a link or a citation for this claim, please? [/QUOTE]
    http://www.slideshare.net/Mark_Kilgard/gtc-2010-opengl Page 97 is one.
  9. Replies
    43
    Views
    17,176

    Re: Direct State Access

    We've been screaming it since July 2008, that's 3 years ago, it doesn't seem like the people we need to convince are listening.
  10. Re: can't find glsl analog for hsls asint/asfloat

    The functions are called floatBitsToInt, floatBitsToUint, intBitsToFloat and uintBitsToFloat. You have to use glsl version 400 or the ARB_gpu_shader5 extension.
  11. Replies
    7
    Views
    2,960

    Re: SV_Coverage input -> GLSL?

    Page 326 of the Opengl 4.0 Compatibility spec (page 230 in the core spec, somewhere in the 4.1 spec) it says which sounds like it does what you want.

    It's strange that this is mentioned in the...
  12. Replies
    11
    Views
    5,898

    Re: Query buffer object

    I've found myself wanting this. Maybe it would make more sense to use instancing, and have a separate query result per instance.
  13. Replies
    14
    Views
    5,528

    Re: glInterleavedArrays - OpenGL ES 2.0???

    You enable texture coord array, color array and vertex array, but you set the pointers for texture coord array, normal array and vertex array.

    You probably want something like
  14. Replies
    3
    Views
    1,592

    Re: ATI Linux 64

    I'm using Ubuntu x64. I download the catalyst drivers every couple of months, and they work without any special effort.
  15. Replies
    7
    Views
    4,352

    Re: Rasterization Evaluation Shader

    NV_vertex_program2, NV_vertex_program3 and NV_gpu_program4 support recurise subroutine calls.
  16. Replies
    91
    Views
    126,247

    Re: direct_state_access_memory?

    In http://www.opengl.org/registry/specs/ARB/tessellation_shader.txt TESS_CONTROL shaders sort of have shared memory.
  17. Replies
    5
    Views
    1,907

    Re: Core Profile Performance Advantage

    So a couple of previous posters have pointed out that NVIDIA says that a core profile might be slower. Here's a link for people who want to check that....
  18. Re: Slope scale depth bias in OpenGL 3.2 core

    I posted a response to this thread yesterday, is it showing up on your computer? This feature is not Direct3D 10 only, it has been in OpenGL in every version from 1.0 to 4.1, it just has a different...
  19. Re: Slope scale depth bias in OpenGL 3.2 core

    OpenGL calls it PolygonOffset. Off the top of my head you do something like


    glEnable(GL_POLYGON_OFFSET_FILL);
    glPolygonOffset(someNumber,someOtherNumber);


    I vauglely remember reading that...
  20. Replies
    10
    Views
    4,351

    Re: Geometry shader based CSM

    I tried using a geometry shader to render to a layered framebuffer on a ATI HD4350(PC was running x64 Ubuntu) and had a similiar result i.e. Only one layer was rendered correctly, the rest were...
  21. Re: Passing values vert => frag without interpolation?

    That works, but have you considered, instead of transforming the light positions into tangent space, transforming the tangent space normal into world space or eye space(whatever space the light...
  22. Replies
    4
    Views
    1,988

    Re: textureQueryLod on Catalyst 10.6

    What hardware are you using? [/QUOTE]
    Radeon HD5770
  23. Replies
    4
    Views
    1,988

    textureQueryLod on Catalyst 10.6

    The ARB_texture_query_lod extension spec talks about a function textureQueryLOD, and the GLSL 4.00 spec talks about a similar function called textureQueryLod.(note the difference in CapiTALizatIOn)....
  24. Re: Sampler: nVidia vs AMD OpenGL 3.3 drivers

    The extension spec says

    Which implies that that glBindSampler(0, this->SamplerName) is correct.

    Howevet the extension spec also says
    Which implies that glBindSampler(GL_TEXTURE0,...
  25. Replies
    183
    Views
    236,873

    Re: Official feedback on OpenGL 4.0 thread

    It would be useful for exponential shadow maps.
Results 1 to 25 of 30
Page 1 of 2 1 2