Keep in mind, that changing uniforms for static conditions can force shader's recompilation inside driver ( that's like changing fixed function state on hardware that really not supported FFP on chip...
Type: Posts; User: Nikolai Timofeev
Keep in mind, that changing uniforms for static conditions can force shader's recompilation inside driver ( that's like changing fixed function state on hardware that really not supported FFP on chip...
Can you tell more about that solution ?
Many thanks - that is it.
I work with Cg.
And I can't found functions for texture lookup
with explicit gradients.
But there is TXD instruction in GL_NV_fragment_program specification
and ARB_shader_texture_lod in openGL...
And again about separate program bindings for different pipiline stages.
There is currently linkage stage in OpenGL with working with GPU programs. And that is very well, because I'm just specify ...
Mixed formats work with ATI, but not work with
NVIDIA ( don'know what with newest NVIDIA 8800 hw ).
Thank.
With z-fail you must use both volume's caps +
infinte projection ( if NV_depth_clamp not available ) and change stencil test configuration for z-fail, i.e. INCR on depth fail for back faces and...
To build shadows with stencil buffer
First pass:
* clear depth and stencil buffers;
* render solid geometry to fill depth buffer;
Next, for each light source:
* clear stencil;
* build...
from glAIT.h.
http://www.ai.univ-paris8.fr/~dom/cours/gpu/files/glATI.h
But why not in list ?!
/*
** GL_ATI_memory_export
**
** Support:
** R500 : Supported
** All others : Not Supported
*/
#ifndef GL_ATI_memory_export
#define...
There is no GL_ATI_memory_export in my extensions list. X1900 XT with 6.11...
Check last ATI SDK (march '06).
There is an example "Render to Vertex Buffer Sort". Of cource run only with ATI hw (since R2VB).
On Windows you must create OpenGL's rendering context through (WGL_ARB_pixel_format )
wglChoosePixelFormatARB / SetPixelFormat.
And you must specify
{WGL_SAMPLE_BUFFERS, TRUE}
{WGL_SAMPLES,...
On windows try to use WGL_AUX0_ARB enum,
and use ARB_render_texture extension !!! instead readback buffer's content
Several years ago i'll successfully implement
Eric's paper - all work well.
(there is my old code below)
void i_project_point(float_4 p_projected[2],float_4 p_point[3],const...
For NVIDIA check 'GL_NV_texture_compression_vtc'.
There is no similiar extension on ATI hardware for OpenGL, but Direct3D driver (on my ATI X700)
report about supporting DXT1 - DXT5 formats form...
What about internal (driver level) resources managment? Suppose we have many objects and they share same VertexBuffer. And, if some objects currently not needing to render (say, they are invisible),...
There is no texture lookup functions with explicit gradients in GLSL 1.2 ?
Ok.
Updating textures also with same way -
download data (async. mode) to the pixel buffer object, and than copy (TexSubImage)
it to the target texture. Memory overhead ?
Streaming -
threads independent contexts ?
You cannot change texture format within RenderMonkey, but you can create your own DDS texture (use DirectX Texture Tool From DXSDK, for example) - RM load it with required format.
Or you can...
http://www.gamedev.net/community/forums/topic.asp?topic_id=266373
http://www.gremedy.com/products.php
?!
or if you will seriously debug your 3D application - just use Direct3D if you can, of course
( Pix for windows, NVIDIA NVPerfHUD, Shader Debuggers );
Point sprite is cool.
But using it for particles system -
not best thing. You can't simple rotate it
( only manipulating texture's coords within
fragment program), you can't change it shape at...