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Using RECT textures in GLSL? (nVidia specific)
Is it possible to access RECT texture with nVidia GLSL implementation (and Cg extensions)?
The driver accepts the declaration of a samplerRECT but doesn't seem to know about textureRECT (did it got another name? is it just not in yet? any other doc besides the GDC slides?)
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Junior Member
Regular Contributor
Re: Using RECT textures in GLSL? (nVidia specific)
NVidia already support(in det 60) ARB_NPOT extension.
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Re: Using RECT textures in GLSL? (nVidia specific)
I'm on 61.11 on a 5900 and NPOT isn't in the extension list... wouldn't NPOT be only supported by the 6800?
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Advanced Member
Frequent Contributor
Re: Using RECT textures in GLSL? (nVidia specific)
You need to use the sampler2DRect type and the textureRect function to use rectangular textures.
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Re: Using RECT textures in GLSL? (nVidia specific)
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Re: Using RECT textures in GLSL? (nVidia specific)
Thanks! Works like a charm with texture2DRect and texture2DRectProj
Btw great work on the compiler nVidia, if the GLSL-Cg mix is annoying for validation purposes (as raised in another topic), it makes working with the shader language a real pleasure. Having access to the standard uniforms and varying variables directly without having to declare/bind them is the little plus of GLSL that could be a worthy addition to a future version of "pure" Cg if there is one planned.
> What's samplerRECT?
The name for the rectangle texture sampler in Cg (for textures with non-power of two dimensions on hardware that doesn't support the full monty).
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Junior Member
Regular Contributor
Re: Using RECT textures in GLSL? (nVidia specific)
>>I'm on 61.11 on a 5900 and NPOT isn't in the extension list... wouldn't NPOT be only supported by the 6800?
sorry, I forget about NV40 emulation settings on my system :-(.
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