Thanks Graham, I've emailed you at your amd address.
Type: Posts; User: soconne
Thanks Graham, I've emailed you at your amd address.
Turns out it's a bug in their support for sample masking. I created a new post under the Drivers forum.
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=306544#Post306544...
That's what the stencil test is used for in the stencil routing k-buffer approach.
It turns out it's sample masking that's broken on AMD cards. The following code should write the 2 quads to...
I'm finding that there's a bug in the AMD driver when implementing stencil routed k-buffer. The problem I'm experiencing is simply, I render 4 quads to the multisampled framebuffer with all the...
Does anybody know if NVIDIA and/or AMD perform any sort of depth compression on multisample depth buffers? I'm implementing stencil routed k-buffer and I'm finding that depth values don't always...
I'm trying to get OIT working using the stencil routed k-buffer technique, however I can't seem to initialize the stencil buffer or get it working correctly. I go through and fill each sample of...
Can't figure out why this is happening, but glGetFloatv(GL_TEXTURE_MATRIX, matrix) is not filling in the matrix array. The values remain at whatever they were initialized to. I've installed the...
s = viewportHeight / A
distance = (worldSpaceRadius * s) / (2.0 * tan(fov * 0.5 * PI / 180))
Change M = M * T to M = T * M
Are any NVidia driver engineers reading this post? I upgraded from the GTX 275 to the GTX 465 and not only am I experiencing the same readback slowdowns discussed here, but slowdowns across the...
I have classes which reside in opengl32.dll that monitor the OpenGL stream. The functions I'm wanting to expose to the developer set properties for these classes, so I'd like to have them...
I'm creating an OpenGL profiler and I've added some custom functions which reside in the compiled opengl32.dll library and have entry points in the associated opengl32.lib. I havn't read anywhere...
I agree, this is a MUCH needed feature!
Actually you need to call:
glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE)
glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE)
glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE)
From my own experience, it...
I've been waiting for that for so long...not sure why they havn't added it yet.
I would suggest creating a proxy RenderTarget class that automatically handles whether to use an FBO, pBuffer or texture depending on the capabilities of the GPU. Checking for support for an FBO is...
If you want only a single channel 16-bit texture, use the GL_ALPHA16I_EXT format, along with GL_ALPHA_INTEGER_TEXTURE for the internal format parameter of glTexImage2D.
glTexImage2D(GL_TEXTURE_2D,...
First, your call to glEnable(GL_STENCIL) is wrong. Change it to GL_STENCIL_TEST.
[fragment shader]
#version 150
out vec4 out_Color0;
out vec4 out_Color1;
void main()
{
out_Color0 = vec4(0.0, 0.0, 0.0, 0.0);
out_Color1 = vec4(0.0, 0.0, 0.0, 0.0);
Thanks guys, VAOs now work with 190.57 on my 8600m for context versions 3.0 and 3.1. But 3.2 causes every OpenGL call to throw an error, including VAO, shaders, VBOs. And on any context version,...
Yeah I'm not using my own values for the IDs, I'm calling:
GLuint vaoID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
I downgraded to 186.81 drivers, since they are official...
I'm working with an NVIDIA 8600m GT notebook card with the latest 190.56 drivers w/modified inf. Running realtech's OpenGL extension viewer, it states that I have OpenGL 3.2 support.
I've tried...
So does this mean extensions will automatically be bound correctly without user intervention? It seems some of them are listed in that header file.
I don't believe its possible with GLUT since you do not have direct access to the HWND, HGLRC variables created by GLUT on the windows platform. If you did and were able to modify them and have GLUT...
Why aren't per fragment operations supported on integer textures? Such as blending, alpha test, ect... in OpenGL 3.1? I was trying to implement a simple app that would take the minimum value...