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  1. 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?!
  2. 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! :)
  3. 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
  4. 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:
  5. 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;
  6. 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...
  7. 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...
  8. 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...
  9. 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...
  10. 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...
  11. Thanks a lot Alfonse! Your answer helped me a lot.

    Thanks a lot Alfonse! Your answer helped me a lot.
  12. 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...
  13. Replies
    3
    Views
    876

    Found this thread where somebody mentioned it has...

    Found this thread where somebody mentioned it has to do with "mismatching sample locations"?!

    Never heard that before, what does it mean?
    ...
  14. Replies
    3
    Views
    876

    No one has an idea? :( Btw when first...

    No one has an idea? :(

    Btw when first downsampling to another single sampled FBO and then blitting to onscreen it works.

    But for some reason blitting directly the MSAA FBO to onscreen does not...
  15. Replies
    3
    Views
    876

    Strange effect with MSAA + MRT

    Hello,

    I am working on Multiple Render Target (MRT) stuff. I have two
    RGBA8 color textures attached to my FBO. Everything is fine
    without MSAA.

    But when I activate MSAA for the FBO I get this...
  16. Thanks! It started to happen after moving...

    Thanks!

    It started to happen after moving from Windows 8.1 to Windows 10 so maybe it is really a driver bug.
  17. MRT: Writing to a render target based on a condition that involves a uniform?

    Hello,

    is it legal to write to a (second) render target based on a condition that involves a uniform?

    For example:

    uniform bool WriteColor1;

    out vec4 Color0;
    out vec4 Color1;
  18. Strange results when using glColorMaski

    Hello,

    I am currently debugging a rendering issue and isolated the problem to a specific code line.

    How is it possible, that the following code (yes, two consecutive calls to glColorMaski)...
    ...
  19. Ok got it, thanks a lot!

    Ok got it, thanks a lot!
  20. Thanks! GL_TEXTURE_BASE_LEVEL == 0...

    Thanks!

    GL_TEXTURE_BASE_LEVEL == 0
    GL_TEXTURE_MAX_LEVEL == 1000

    Does this mean 1000 mip maps will be generated by glGenerateMipmap() if the image size would allow it (that must be a huge...
  21. GLSL textureLod(): proper values for the lod parameter?

    Hello,

    I am using textureLod to draw a texture using a specific mip map level.

    The mip map level is controlled via the parameter lod and I can see that
    setting lod to 0.0 selects the highest...
  22. Ah wait, maybe I already found the problem. Seems...

    Ah wait, maybe I already found the problem. Seems that I just exceeded the maximum number of render targets.
  23. glBindFragDataLocation: GL errors when passing a name not contained in shader source

    Hello,

    void glBindFragDataLocation(GLuint program, GLuint colorNumber, const char * name);

    https://www.opengl.org/sdk/docs/man3/xhtml/glBindFragDataLocation.xml

    According to this page:
    ...
  24. Thanks a lot! This is exactly what I need.

    Thanks a lot! This is exactly what I need.
  25. GBuffer (color texture) with NORMAL and SPECULAR: Update only alpha

    Hello,

    I use a color texture as GBuffer to store in the RGB part a normal and in the A part a specular value.
    The GBuffer is bound as 2nd render target (MRT).

    Now I am wondering if it is...
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