Oh, isn't texture2DLod() only available in the vertex shader?
Type: Posts; User: qorpse
Oh, isn't texture2DLod() only available in the vertex shader?
Thanks for the reply.
I was getting borders between the same subtexture repeating, or even when making all the subtextures the same. I've managed to hack around the first issue (the same...
Okay, I have a uniform grid of vertices in the typical bruteforce heightmap fashion, each vertex has only one set of attributes. That is, vertices are not unique on a per-cell basis. Now, what I do...
Mind the typing in my post, I *just* woke up.
You probably want to use glBufferSubDataARB() data update vertex attributes.
Btw, if you're just using a typical transformation matrix per object, is there any reason to NOT just use...
zenaphex, what about the hordes of games that easily allow access to content (.jpg, .tga, etc)?
Is there even a single reported case of content "theft" that resulted in commercial loss?
My (untested) thoughts on this.
Do you really need accurate reflections on highly deforming ocean geometry, there's the simple fact that the further your ocean surface deviates from a plane, the...
zimerman, I experienced the exact same issues a while ago, unfortunately I don't EXACTLY know what the issue was or how I fixed it. I am pretty sure it was related to either texcoord array or bound...
V-man, I don't seem to be able to get 24bit depth with ATI (only a 9600 pro though) wether I'm using FBO or copyteximage. Humus replied to an earlier thread regarding sampling depth textures, stating...
I just hope it doesn't take too long to expose this functionality with OpenGL.
Another suggestion (although it might not entirely suit your needs) is to use clipmapping, this causes a few issues with toroidal (wraparound) updates with floating point textures, so you'll have to...
There is of course the issue of handling culling.
Of course, but when doing something with the depth, the difference between an operation on depth not read from texture and depth read from texture becomes obvious. In this case, if it's 8 or 16 bit...
Well, I can't say for certain if it's 8 or 16 bits, the banding is pretty horrifying, but you're probably right.
Unfortunately none of those work.
I would be eternally thankful for any help, I opened a thread a while ago.
Topic is "Useful depth texture reads." in the GLSL forum.
Sorry for my latching on to this thread.
So, anyone have any ideas on what I can try to get useful depth reads in a fragment shader? This is really killing motivation.
Overmind, a similar issue I'm facing, but I actually need the depth in a texture too. What I tried was rendering depth as colour to a 32bit fp texture and then rendering the fullscreen quad with that...
Creation:
glGenTextures(1,&texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT24, texwidth, texheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);...
Quite embarassing.
It seems as if rendering to the texture (FBO color attachment) works fine, but when I render a fullscreen quad with this texture, it looks like depth testing is disabled, what the hell, am I missing...
Hell, I can't even get > 8-bit precision reading (NOT COMPARING) depth component textures :/. (I have a 9600, so what are my options, 16/32bit fp textures?
Btw, it samples 8-bit on this ati radeon 9600 pro, it seems you may only use floating point render targets if you want to read depth values at higher than 8-bit.
I should probably get up to speed with FBOs (I've only skimmed over the spec) before asking such a question.
Also, how do you render to the framebuffer aswell as a texture efficiently when not using copytex* (say you want to output to the framebuffer as per usual, but you also want to render to a texture)?