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  1. Thanks! The values look reasonable.

    Thanks! The values look reasonable.
  2. Convert GL_UNSIGNED_INT_24_8 packed depth stencil to float depth

    Hello,

    I want to get the depth values of the FBO's depth-stencil texture attachment as float.

    First I read the values with their original packed integer format (GL_UNSIGNED_INT_24_8):
    unsigned...
  3. Thanks for the link! For non power of two...

    Thanks for the link!

    For non power of two textures it seems to be more complicated to achieve good results: http://download.nvidia.com/developer/Papers/2005/NP2_Mipmapping/NP2_Mipmap_Creation.pdf...
  4. Manual glGenerateMipMap generation in C++

    Hello,

    I am considering replacing glGenerateMipMap with a manual C++ based mipmap generation when
    loading normal maps (since I read it makes sense to normalize them for each mip map level
    EVEN...
  5. In Visual Studio DEBUG mode I always use the...

    In Visual Studio DEBUG mode I always use the debug OpenGL context, in RELEASE mode the normal context.

    So atm during development I always have the debug OpenGL context.

    Thanks for the hint with...
  6. The problem is really the flaky behavior. Some...

    The problem is really the flaky behavior. Some days I never see this warning. And when I get the warning, I cannot reproduce it a second time with the same shader. So I cannot even reproduce it...
  7. Which state change calls exactly? I think I have...

    Which state change calls exactly? I think I have no state change calls which can just be removed without breaking functionality. Or maybe I misunderstood you
  8. Hello, no for each program I always attach a new...

    Hello, no for each program I always attach a new vertex and a new fragment shader.
  9. Vertex shader in program 2 is being recompiled based on GL state

    Hello,

    using a debug OpenGL context I frequently get the following error:


    I checked which of my programs has handle 2 and it is my "render depth only"-shader program
    which only gets a vertex...
  10. Many thanks Dark Photon for the clarification! ...

    Many thanks Dark Photon for the clarification!

    What you say makes totally sense, I think the distinction between incoming fragment and final storage was really the missing part in my...
  11. MSAA: Does each of the n samples of a fragment store the pixel color value?

    Hello,

    I have read many pages on the web regarding how MSAA works in detail, for example:
    https://www.opengl.org/registry/specs/ARB/multisample.txt...
  12. Thanks a lot Silence and Photon! Your answers...

    Thanks a lot Silence and Photon! Your answers confirm what I expected. I will rework some shaders to get precise reconstruction.
  13. Precision loss when storing linearized depth value in 32 bit color texture?

    Hello,

    I have a shader which computes linearized depth values out of the actual depth buffer content
    and writes it to a standard 32 bit RGBA color texture (so 8 bits per channel).


    float...
  14. I cannot reproduce this issue with an NVidia card...

    I cannot reproduce this issue with an NVidia card (GTX 1080), so probably this is really a driver bug?!
  15. Thank you so much! That was indeed the problem. ...

    Thank you so much! That was indeed the problem.

    I removed the forward-compatible bit flag as recommended here and now the problem is gone! :)
  16. GL_MAX_VARYING_FLOATS reported as "unacceptable value" on NVidia GTX 1080

    Hello,

    does anybody know why


    GLint result;
    glGetIntegerv(GL_MAX_VARYING_FLOATS, &result);

    results in
  17. Ok thanks, then it is probably safe to just call...

    Ok thanks, then it is probably safe to just call glDisable(GL_MULTISAMPLE) :)

    Btw this is what the spec and ARB txt says:
  18. Issue with glDrawBuffers when setting one of the entries to GL_NONE

    Hello,

    consider this simplified fragment shader

    #version 150 core

    out vec4 Color0;
    out vec4 Color1;
    out vec4 Color2;
  19. Thank you so much! Then of course it can happen...

    Thank you so much! Then of course it can happen that a fragment generated during MSAA rasterization does not find a corresponding front-face fragment which was generated without MSAA.

    What I still...
  20. Note: The fact that glDisable(GL_MULTISAMPLE) at...

    Note: The fact that glDisable(GL_MULTISAMPLE) at least seams to avoid this on my graphics card/driver setup,
    might indicate that the issue has something to do with the coverage mask used during...
  21. Does MSAA rasterization produce same fragments as with no MSAA?

    Hello,

    I have a depth-texture-only FBO and a main scene FBO of same size. The depth-only FBO is single sampled, the main scene one has MSAA.

    1) The depth-only FBO is cleared with...
  22. Thank you! Actually I was using the eye-space...

    Thank you!

    Actually I was using the eye-space Z approach before asking here but I had some flickering noise in my debug output.

    That is why I asked here because I was not sure if I missed some...
  23. Linear interpolation of depth value between front and back face depth values

    Hello,

    I have a cube for which the depth values of the back-faces are stored in a depth buffer A
    and the depth values of the front-faces are stored in another depth buffer B.

    Now I render...
  24. Thanks a lot Alfonse! Your answer helped me a lot.

    Thanks a lot Alfonse! Your answer helped me a lot.
  25. gl_FragDepth and writing to an FBO with only depth texture attachment

    Hello,

    I have an FBO with only a depth texture attached, which of course is not uncommon.

    After setting draw buffers to NONE I was writing depth values to this FBO with a
    minimalistic fragment...
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