I seem to remember reading that there's a reason why DX10 excluded them (makes sense that there would need to be a good reason). Google doesn't turn up much but apparently GPUs don't deal with them...
Type: Posts; User: ffish
I seem to remember reading that there's a reason why DX10 excluded them (makes sense that there would need to be a good reason). Google doesn't turn up much but apparently GPUs don't deal with them...
Not triangle fans. I'm currently writing a DX10 renderer to emulate our rendering interface (that currently uses OpenGL). We use(d) triangle fans in a few places so it's a PITA having to rewrite them...
I'd imagine it'd be pretty simple to create Python bindings for OpenGL extensions with boost::python too. It definitely made embedding and extending our app relatively easy.
OK. I updated the project. The new code is a VS2003 project. At home on a 6800GT the problem still exists and happens with framebuffer/renderbuffers, framebuffer/texture attachments _and_ pbuffers...
Update: I tried the same thing as above but using texture framebuffer attachments and glGetTexImage instead of a renderbuffer attachment and glReadPixels and the problem doesn't exist, which...
I forgot to mention, I've tried this with 3 recent beta drivers, currently 84.56.
I've got a piece of code used for high-res screenshots and I'm getting artifacts between tiles (visible borders), but only for 4096^2 tile sizes. I created a standalone app that just does one tile...
^ I lied. Like zed said in the other current FBO thread, depth attachment doesn't work for 16-bit depth components - only 32- or 24-bit on my FX5200.
You can do it according to the spec. I need depth and stencil as well as colour and it works for me (but I'm using EXT_packed_depth_stencil and renderbuffers, not textures). I've got some code...
1. Yep. For screenshots, GPGPU and some buffering work. Mostly experimental until implementations catch up.
2. I'm happy with all of it.
3. Nothing major.
4. I'd be happy if implementations...
Good point. I'm just used to using NPOT for my work so that was what immediately sprang to mind.
Matt, I'm pretty sure 1D vertex textures are supported in hardware too. I searched some posts I made on NVIDIA's devrel forum where I came to the conclusion that they were hardware accelerated based...
I'd be super-interested in vendor comments on this one too. What's the fast path? I would've thought that using multiple fbos would be slower, since you have to switch fbos and also attach (and...
_Very_ limited test on my 6800GT doesn't give me UNSUPPORTED. Render target is RGBA32F_ARB.
But if you're using glBufferSubDataARB, doesn't that remove the need for a mapped buffer? I.e. use glBufferDataARB to initialise the data (once) then glBufferSubDataARB to change it as opposed to...
If so, can you use glBufferSubDataARB? Dunno anything about it since I've never used it, but it might help if you're only changing part of your data.
Dunno about your Radeon (or your app - didn't try), but I'm using VBO and shaders together no problems on a 6800GT, XP and 71.80 drivers.
Yeah, I guess. The D3D version you run with the Microsoft reference (software) rasterizer. I've only used it with C# and there are a number of pitfalls, but it still works mostly. Maybe the unmanaged...
:mad: Thanks a lot :p Personally I don't see a need for anything special for GPGPU. It's slowly coming together anyway. GLSL is fine for it - I don't use GPU asm personally. FBO will be fine...
What do you want to upload? If you want to initialise them with procedural data, bind the renderbuffer as the current target and render whatever you want into it. Isn't that the whole purpose of...
It's basically Direct3D 9.0c. *shrug* I like it, but it won't change anything on Windows - whether the implementation supports OpenGL 2.0 or 1.1 with extensions is irrelevant really. Just a bit...
Corrail, it's Issue 54.
The rationale is discussed in one of the issues.
Korval, my mistake. I thought you were talking about multiple render targets with different sized colour buffers. Dunno enough about depth buffers to discuss them.
Korval, from the "Multiple Render Targets" help page from the December 2004 DX SDK update:
"All surfaces of a multiple render target should have the same width and height."
I can't see how...