Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Page 2 of 2 FirstFirst 12
Results 11 to 13 of 13

Thread: How to directly get the result of the programmable vertex processor?

  1. #11
    Senior Member OpenGL Pro
    Join Date
    May 2001
    Location
    The Round Table at Camelot
    Posts
    1,537

    Re: How to directly get the result of the programmable vertex processor?

    Originally posted by marco:
    Do you use GL_SMOOTH or GL_FLAT? I'm not sure if its important.
    That only has to do with the shading model of the triangles.

    -SirKnight
    -SirKnight

  2. #12
    Intern Contributor
    Join Date
    Jul 2004
    Posts
    50

    Re: How to directly get the result of the programmable vertex processor?

    Originally posted by CppInterpreter:
    when I set the result of vertex processor as a color (0.5,0,0,0.5), the value i get from the float p-buffer is something as (0.5019,0,0,0.5019).
    That error amount of 0.0019 is awfully suspicious. What happens when you use values that can only be represented as unclamped floats (say, 1000)? In other words, are you sure you're getting some sort of float representation all the way through?

  3. #13
    Junior Member Regular Contributor
    Join Date
    Feb 2004
    Location
    Magdeburg, Germany
    Posts
    120

    Re: How to directly get the result of the programmable vertex processor?

    Originally posted by SirKnight:
    Originally posted by marco:
    Do you use GL_SMOOTH or GL_FLAT? I'm not sure if its important.
    That only has to do with the shading model of the triangles.

    -SirKnight
    I tought that it has to do with the interpolation of the values in the rasterizer(the varyings). smooth mean interpolations, flat not. How do it the fixed pipeline?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •