Good suggestion, thanks! There is indeed an InvalidOperation caused by line 1135 (glFramebufferTexture). I got so used to OSX's GL profiler thhat breaks on errors that I skipped the glGetError calls...
Type: Posts; User: DmitryM
Good suggestion, thanks! There is indeed an InvalidOperation caused by line 1135 (glFramebufferTexture). I got so used to OSX's GL profiler thhat breaks on errors that I skipped the glGetError calls...
Hello folks,
I'm getting a weird GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT status on an FBO that contains only a depth attachment. This didn't happen on my OSX station, so I suspect Linux...
I don't think there are any conditionals in the code...
Please see the shader source here:
https://gist.github.com/4322513
Thanks for looking into it, malexander. My shader doesn't use discard, and it unconditionally assigns the only output vector.
I'm developing a native app on Mac Mini 2010 model (with GeForce 320M video card) under OS X.8.2. One specific shader causes the application to be unstable.
Symptoms:
In 50% launches I can see...
That's what I meant when I mentioned the per-tile execution. The GPU profiler still shows the continuous execution of the draw-calls, while the hardware may (theoretically) process tiles of different...
My engine program works in a state-less mode on the draw-call level. I.e. I have all the information about each draw call: which render buffers it draws to, what vertex attributes it uses, what are...
Thanks ScottManDepth and Alfonse!
My knowledge of cutting-edge GL is not up to date, and looking for fragment output queries got me only to this thread.
That's nice to finally have this...
I'm disappointed that my words were misinterpreted and ignored. Here is the whole article explaining why I need that:
http://claymore-dev.blogspot.com/2012/11/draw-call-verification.html
That's where you should start: find out why sizes other than 512x512 don't work for your FBOs. There is a mistake in your implementation behind it. Even if it doesn't sovle your current issue, it...
Sorry, my answer was really too short and incorrect.
While I mean multiplication of the transformations, instead I put the transform of a point. Also, I assume you have operations on your rotation...
Whatever your transform representation is, all you need to keep the world transform constant is a proper implementation of:
1. Inversion operator: inv(loc,rot,scale) = (inv(rot)*loc/scale,...
Thanks for your answers.
Does it look like a bug in a spec for you? The question wouldn't exist if they put a line like "The unit offset is zero if no depth buffer is attached."
It's not that...
Is PolygonOffset applied when the depth test is off?
It is not obvious to figure out the answer by reading the spec (ES 2.0 section 3.5.2). On one hand, the spec doesn't mention the need for a...
I agree with "menzel" and vote (if there can be any vote) for the ability to query fragment shader outputs.
Vertification of the data passing through pipeline stages is just a part of the possible...
Let me share some experience of using quaternions for everything, including TBN.
I provided (quaternion,handedness) pair instead of (normal,tangent,bitangent) in vertex attirbutes. Handedness is...
Thanks again. Perfect answer!
The spec doesn't specify TextureBuffer as an exclusion, so it implicitly falls under "all other values of textarget".
Thanks for the answer, skynet!
a) Can you point me to the exact specification page mentioning this?
b) You are correct. I tried to use RedInteger instead of Red and it passed. I wonder how I...
Hi,
I'd like to render into a buffer object, containing a sequence of integers, under GL-3 pure context. I've tried 2 different ways - both failed for unknown (for me) reason.
First approach -...
OpenGL can't just 'bypass' your vertex shader. There is no 'default' behavior in this case.
Your TF works as you get a correct GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query result.
Make sure...
I don't see where you are comparing the actual depth value with the one stored in the shadow texture.
Consider using Texture Buffer Object. It shouldn't have this limitation.
With all respect, this is not a place for game engine blogs. If anyone (and his own engine) will keep a blog as a forum thread here, there will be no room to place actual questions.
Create a blog...
That's a very simple bug of the ATI Catalyst that is still not fixed for the unknown reason. Maybe we should report it directly to them? Anyway, there are ATI guys on this forum, I hope they'll visit...