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  1. What Alfonse means is: the ES3 GLSL spec says...

    What Alfonse means is: the ES3 GLSL spec says that sampler2D defaults to "lowp" precision, so unless you explicitly declare it "highp", you shouldn't expect to get a 32-bit float.

    (And if you're...
  2. All iOS devices (starting with the SGX 535 in...

    All iOS devices (starting with the SGX 535 in iOS4) support sampling from 32-bit floating point textures, via OES_texture_float in ES2 and inherently in ES3.
    They do not, however, support filtering...
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    There is an extra ); at the end of your shader...

    There is an extra ); at the end of your shader which will fail compilation, and link, and draw. Checking for errors or compiler logs would catch this.

    Otherwise, your code works as expected here...
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    That might happen if you are using a library that...

    That might happen if you are using a library that sets up GL function pointers for you, like GLEW, and it incorrectly uses glGenVertexArraysAPPLE() instead of GenVertexArrays().

    Set breakpoints on...
  5. You haven't explained how you get "black". Via...

    You haven't explained how you get "black". Via glReadPixels? Or via a sampler? When you change from 2D to 2D_ARRAY, you'll also need to change all your samplers.
  6. Yes, of course practical concerns will end up...

    Yes, of course practical concerns will end up dictating where to spend engineering resources. And the efficiency of the implementation will affect the success of the resulting product.

    I was...
  7. Of course you can. Remember the ATI Rage 128, or...

    Of course you can. Remember the ATI Rage 128, or the Intel GMA 950? Millions of customers bought products with those OpenGL-complaint GPUs. And they didn't implement any of the TCL portion of the...
  8. This is is dangerous misconception. You can...

    This is is dangerous misconception.

    You can implement OpenGL in software, on any CPU architecture. So, the hardware "requirements" are nothing more than the basic requirements of any computing...
  9. * In the code you pasted, you haven't enabled any...

    * In the code you pasted, you haven't enabled any vertex attributes, thus no attributes will be fetched, thus your VBO is ignored. In a compatibility profile context, this means your draw call should...
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    OSX...

    OSX supports GL3.3 on that Geforce 9400.
  11. You're clamping to a border color... and creating...

    You're clamping to a border color... and creating a texture with border texels?

    Try not using border texels.
  12. So, yeah. You're running into "stupid coordinate...

    So, yeah. You're running into "stupid coordinate system tricks". Consider these two bits of info:

    1) GL prefers the mathematical "bottom left" origin, while practically every other image API,...
  13. Try flipping screen-space Y upside down when...

    Try flipping screen-space Y upside down when drawing to one of the rendertargets. And flip again while you're comparing.

    If that produces identical results, then we can talk about why. ;)
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    Fundamentally, you can't expect this to work for...

    Fundamentally, you can't expect this to work for all possible float values you might write.

    Because in math, 1*N = N. But in computers, 1.0 * denorm = 0, depending on your hardware.

    ...in...
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    Even that is just coincidence. Run your app on...

    Even that is just coincidence. Run your app on another driver or OS and you'll get different results. ;)
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    If I drop your shader (with dummy vertex...

    If I drop your shader (with dummy vertex passthrough) into some utility code I have laying around here, my link introspection looks like this:



    13 uniforms:
    Exposure @0 ...
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    I would do two different things to diagnose: ...

    I would do two different things to diagnose:

    1) CPU introspection. Use glGetProgram* and glGetUniform* to verify that all the uniform values you think you've set are actually set. Or, use your...
  18. Indeed, it is forced on in OSX Core Profiles.

    Indeed, it is forced on in OSX Core Profiles.
  19. This is not quite correct. Quoting from GLSL...

    This is not quite correct. Quoting from GLSL 1.50:

    So, a conformant implementation will allow or disallow gl_FragColor depending on the context flags (specifically,...
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    What should happen to the low bit? See previous...

    What should happen to the low bit?
    See previous thread.
  21. Attributes may be extrapolated (not interpolated)...

    Attributes may be extrapolated (not interpolated) outside the triangle when:
    * you use multisampling without centroid interpolation (from your screenshots, this looks like the issue...)
    * "helper"...
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    You gen two VAOs but only delete one. This...

    You gen two VAOs but only delete one. This should be obvious if you look at the VAO ids you get.
  23. See previous thread...

    See previous thread.
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    Your memset arguments are swapped.

    Your memset arguments are swapped.
  25. That depends on your data. If your data is [min,...

    That depends on your data. If your data is [min, max, min, max, min, max....] the average is a flat line, all signal is lost.
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