In case anyone else has the same problem, the solution is to disable GL_COLOR_MATERIAL.
Type: Posts; User: Don't Disturb
In case anyone else has the same problem, the solution is to disable GL_COLOR_MATERIAL.
I'm working on a renderer that needs to work correctly with Windows' software OpenGL.
Rendering a sphere with more than 1 light works fine when rendered by a graphics card, but in software gives the...
ARB_shader_image_load_store is a really big deal! Shaders can scatter as well as gather which is going to enable some interesting techniques.
I'm just wondering how it will perform - has anyone...
Just came back from holiday and found out about ARB_get_program_binary. After asking for it for a long time this has made my month. THANKYOU!!!!!!!!!!
On Nvidia hardware you can use nvemulate (http://developer.nvidia.com/object/nvemulate.html) to see what assembly code is generated from your GLSL. I suggest experimenting and see if you can find any...
No, but you can do something like this:
string defines = Load("Defines.frag");
string source = Load("Shader.frag");
LoadProgram(defines + source);
1. Read this: http://www.glprogramming.com/red/chapter06.html#name1
2. If you still can't figure it out, go and ask, using a relevant title (try "Transparent effect help") on the *beginner* forum.
No, we're not going to do your homework.
ARB_compatibility is absolutely necessary, and yes, on NVidia hardware at least, the pre-GL3 zombie will survive a long time. Other vendors don't have to support ARB_compatibility so they're not...
My app has 2 use cases:
1. Scene editor. The user can create many shader combinations, and linking the shaders every time the app starts can take a long time. Being able to load compiled shaders...
But yes, Rob, your replies are very much appreciated :)
Groovounet: squeaky wheels have more chance of getting oiled, so I'm squeaking.
For GL3.1, PLEASE: http://www.khronos.org/registry/gles/extensions/OES/OES_get_program_binary.txt
For readback, it's actually slightly slower using PBO:
glReadPixels: 1190
PBO Readback: 1045
On my 8800GT, download rates are:
glTexSubImage: 1162
PBO: 1760
Multi PBO: 1625
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/linestipple.html
No but it was hilarious!
Rob answered your original question, and you haven't written a coherent sentence since then. As far as we can tell you're just flogging the dead horse of GL3 not being what...
Sledge Hammer - you'll find developing in Direct3D to be a far more pleasant experience. Only use OpenGL if you need Linux support or you need Direct3D 10-level capabilities in Windows XP.
EXT_framebuffer_multisample is not related to ARB_multisample. The former allows you to create multisampled framebuffer objects, the latter is legacy cruft that I recommend you don't use at all.
He was right then, he's still right now. Unfortunately OpenGL is very poorly supported except by NVidia, and you'll keep getting problems like this unless you switch.
No don't delete the thread, some useful info has come out of the discussion, particularly skynet's post
Centroid support was introduced in the NV_fragment_program4 extension, but as you want to support ATI you'll have to switch to GLSL.
Or just switch to Direct3D (seriously)
An explanation for why is here: http://www.opengl.org/pipeline/article/vol003_6/
I had a problem like this, the solution was to declare all my GLSL varyings as centroid.
Shouldn't there be a glViewport call in there somewhere?