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Thread: Position Invariance Issues

  1. #1
    Intern Newbie
    Join Date
    Feb 2003
    Posts
    41

    Position Invariance Issues

    Hi
    I have now successfully converted my per pixel lighting shader from cg to glsl. Only 1 problem remains: A Z Fighting between the Ambient Pass and the Lighting Pass exists since ive switched to GLSL. Ive read ths GLSL specs and it says that I should use the ftransform function in my vertexshader instead of vertex*modelview. I did that but the problem still exists without any visual change.
    Are there any other changes that need to be done? Is there anything but the vertexshader that can cause this behaviour?
    TIA

  2. #2
    Senior Member OpenGL Guru
    Join Date
    Mar 2001
    Posts
    3,576

    Re: Position Invariance Issues

    What card/implementation are you using?

  3. #3
    Intern Newbie
    Join Date
    Feb 2003
    Posts
    41

    Re: Position Invariance Issues

    Iam using a Radeon 9600 XT with 256 MB Ram. Catalyst 3.10

  4. #4
    Junior Member Regular Contributor
    Join Date
    Dec 2000
    Location
    Madrid, Spain
    Posts
    136

    Re: Position Invariance Issues

    ftransform is not invariant with fixed pipeline in Catalyst 3.10. ATI says that has solved this issue and it will work in a future version of the drivers.

    Hope this helps.

  5. #5
    Intern Newbie
    Join Date
    Feb 2003
    Posts
    41

    Re: Position Invariance Issues

    Ok thanks... Ill probably have to stick to ARB_vertex_program in my ambient pass until theyve released the new driver

  6. #6
    Intern Newbie
    Join Date
    Feb 2003
    Posts
    41

    Re: Position Invariance Issues

    My issues appear to be fixed with the release of the Catalyst 4.1 drivers

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