Great job Khronos!
I would just like to add that the EXT_copy_buffer extension is missing from the OpenGL registry. I wasn't able to find token values for COPY_READ_BUFFER and COPY_WRITE_BUFFER in...
Type: Posts; User: spasi
Great job Khronos!
I would just like to add that the EXT_copy_buffer extension is missing from the OpenGL registry. I wasn't able to find token values for COPY_READ_BUFFER and COPY_WRITE_BUFFER in...
Just FYI, ARB_texture_rectangle is now supported on ATI cards (Catalyst 6.8).
Try setting the texture's min & mag filters to GL_LINEAR.
There's a chapter called "Fast Filter-Width Estimates with Texture Maps" in the first GPU Gems book. It describes how to calculate derivatives with clever texture sampling.
You're seeing internal errors of NV's GLSL implementation.
I'm also seeing this. It happens when I link a new shader program containing a shader object that is already linked with another program.
I've been doing this for all my shaders. I have created a library of "utility" shader objects (lighting, shadows, fog, skinning, parallax, etc) that I compile and link as needed to get a final shader...
When you want to inspect the depth map values, apply the following params:
GL_TEXTURE_COMPARE_MODE, GL_NONE
GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE
and rollback to GL_COMPARE_R_TO_TEXTURE_ARB when...
No, it is not.
To take advantage of fixed-point and half data types for better performance on NV hardware. That's my only use of Cg, I haven't had any other need so far.
My point is this: Almost all engines eventually end up with a separate codepath with specialized shaders for NV30s anyway (for performance reasons). So, using rectangle textures on NV30s shouldn't...
You may use TEXTURE_2D on ATI cards, without resizing to the nearest POT, as long as the driver supports GL 2.0 and you don't violate the ARB_texture_rectangle limitations (no mips, etc).
You'd...
Shadow Mapping Based on Dual Depth Layers
I'm getting this warning (obviously a bug) too and I'm also getting similar warnings whenever I use half types (useful).
Unfortunately, the GLSL implementation in NV's 8x.xx drivers is rather...
First of all DEPTH_COMPONENT32 is not supported on NV cards either, it is substituted by DEPTH_COMPONENT24.
On ATI cards DEPTH_COMPONENT24 isn't supported with FBO on anything less than RV530...
By writing to gl_ClipVertex on NV hardware, I'm getting 6 additional DP4s in the output VP20 program assembly. I'm not sure if and how this can be optimized by the driver in case you have, say, only...
EXT_framebuffer_blit sounds a lot like D3D's StretchRect() function, so, it has to be possible.
1. It has the potential of being significantly faster (look-up tables) than doing the gamma correction in a fragment shader.
2. Pre-filtering conversion may be supported in the future.
1. Yes
2. Everything
3. Nothing
4. No
5. 1/2 channel textures need to be renderable. That's what I'm missing the most. Also, antialiasing support and the stencil issue should be addressed.
6....
Just use GL_RGBA32F_ARB and hope that this gets fixed some day.
Not possible with FBO on ATI cards.
This bug has been fixed and the fix should be available in the 5.9 release.
Yeah, no single/double channel formats are currently supported on ATI cards for rendering with EXT_fbo (although they...
Each texture dimension should be a multiple of 32. It is a known limitation/bug that has been fixed, but the fix will be a little late (Catalyst 5.9).
No, fp textures work fine with EXT_fbo on Windows.
Try DEPTH_COMPONENT16 for the depth texture internal format. It's the only format that works.
Sorry, I wasn't too clear, I meant when rendering-to-depth-texture. Depth render buffers work fine here too.
Btw, I completely agree with what fenris has said so far. And I also agree with Humus...