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Type: Posts; User: Rennie Johnson

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  1. I solved this problem by dumping all PDB and...

    I solved this problem by dumping all PDB and debug build files, so everything was rebuilt and they run OK.
  2. Link Errors Porting to x64 on Visual Studio C++ 2008

    I'm not sure if this is an OpenGL forum question, or a Visual Studio question.

    I have created an x64 Windows build of a complex Windows Forms Application. I have correctly referenced the 64 bit...
  3. I feel like I'm in one of my therapy session from...

    I feel like I'm in one of my therapy session from the 1990's, except for the $75/hour outlay. So you're saying that I can put the uniform variables inside the partial fragment shaders, but I can't...
  4. That was good reading. I think I'll work up...

    That was good reading. I think I'll work up somecode and post it to see what you think.

    But first, can you please tell me if it is permissable to declare uniform variables inside the Main()...
  5. Dang this is confusing. If you can only have...

    Dang this is confusing.

    If you can only have one shader with a main function, how does the other shader compile successfully?

    What would happen if I put the first half of a complete fragment...
  6. Alfonse: Thanks for your advice. I thought I...

    Alfonse:

    Thanks for your advice. I thought I replied to your message last night, but I don't see the post. I guess I must have dreamed it.

    I'd rather not create an extra drawing procedure...
  7. Color Input For Multiple Attached Fragment Shaders - OpenGL 1.2

    I want to attached a second fragment shader to an OpenGL 1.2 shader program that gets its input from a fragment shader that writes to glFragColor. This is all implemented on FBO's with...
  8. Well that explains the behavior. No need to post...

    Well that explains the behavior. No need to post the code.Can you answer me:1) Is there a way to apply translate/rotate/scale transformations from the output of a fragent shader? I'm just doing a...
  9. Well, I've discovered that I can attach a Vertex...

    Well, I've discovered that I can attach a Vertex Shader after the Fragment Shader, but all it does it manipulate a black matte over a non-moving image:

    Just a test shader:



    void main(void)...
  10. Thanks again. texelFetch2D() is very happy, but I...

    Thanks again. texelFetch2D() is very happy, but I still have the transformation problem.

    Is it possible that by using textureFetch2D() I have circumvented the transformation by not using...
  11. Hmmmm..... I think this may be my fault.. Looking...

    Hmmmm..... I think this may be my fault.. Looking into it. News at 11:00
  12. Dear Dark Photon: Everything works great! Just...

    Dear Dark Photon:

    Everything works great! Just the way you told me to do. However, I've got a new problem:

    Apparently, moving up to OpenGL 1.3 (Wow, I'm state-of-the-art now!) has obsoleted my...
  13. OK, I'll try all this and report back. Seems a...

    OK, I'll try all this and report back.

    Seems a bit rude to whack fractions, but I guess I've got no choice.

    Thanks again to Dark Photon.

    p.s. I'm not sure what the origin of your profile...
  14. I was just reading up on textlFetch. How do I...

    I was just reading up on textlFetch. How do I specify the offsets for my neighboring pixel access?

    Can I use integer offsets, i.e.:

    ivec2 offset;
    offset = ivec2(1,-1);
    ivec2 tcoord = ivec2(...
  15. Hey, thanks Dark Photon!! Do I need to declare...

    Hey, thanks Dark Photon!!

    Do I need to declare a higher version of OpenGL or an extension to use "texelFetch"?

    If so, could you type out the line for me?

    Also, since you still used...
  16. Pixel Corruption From Neighboring Pixels with gl_FragCoord

    I'm trying to create a color filter array demosaicing fragment shader for raw capture from a color camera with color bayer filter. In order to properly decode the image, I require acces to clean...
  17. I think you're right because I do check for...

    I think you're right because I do check for Framebuffer completeness and basic function errors. I'll try to get some of my problem code up on this post tomorrow. But, tonight, it's Barry Manilow at...
  18. Do you think the bug is likely related to bad...

    Do you think the bug is likely related to bad calls where I could test with glGetError(), or is it more likely poor (but legal) texture management?
  19. Forgive me for blaming my textures, they really...

    Forgive me for blaming my textures, they really are very nice textures. I'm sure you're right that there are some problems there. How do you suppose the app could work as I intended with the...
  20. OpenGL not functioning properly in Win32 Release Build

    I a complex Visual Studio C++ 2008 Windows Forms Project that uses OpenGL heavily. Everything works great in Debug build, but the Release Win32 build causes my textures to get all confused with each...
  21. Thanks very much.

    Thanks very much.
  22. FBO Attached Textures Reused as Shader Source Textures

    I have a GLSL Shader that renders to multiple GL_LUMINANCE textures in an FBO. After the FBO render is complete, I then use these same target textures as source texture Samplers in a different...
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    Thanks Alfonse. I enabled the extension it...

    Thanks Alfonse. I enabled the extension it compiles fine with C-style modulus code.
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    GLSL Integer Modulus Operation

    I notice the C modulus operator "%" doesn't work without GL_EXT_gpu_shader4 enabled, which I would prefer not to do. Furthermore, I don't know if that would be eqivalent the basic C modulus function....
  25. Thanks aqnuep. Let me further define my...

    Thanks aqnuep. Let me further define my application. The fragment shader is rendering to an FBO, not a window. So assume these conditions:

    My source texture is 2048 wide and 1536 high.
    My FBO is...
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