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Type: Posts; User: harsha

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  1. glCopyTexSubImage3D: what should be the source format for GL_RGB8_SNORM destination?

    Can we copy a textures from source GL_RGBA8 (GL_UNSIGNED_BYTE) to a destination GL_RGB8_SNORM (GL_BYTE)? This combination some how works in opengl 3.3, but want to check for opengl 'es' 3.0. Or is it...
  2. Sorry for the confusion, I am using render buffer...

    Sorry for the confusion, I am using render buffer object as color attachment to framebuffer And the renderbuffer object has format GL_RGBA8I. Binding that frambuffer drawing something to it.
  3. Copy texture from GL_RGBA8I renderbuffer for GL_RGBA16I texture using CopyTexSubImage

    The opengl es3 specification says that

    "The error INVALID_OPERATION is generated if signed integer RGBA data is required
    and the format of the current color buffer is not signed integer;...
  4. what is 'indirect' in glDispatchComputeIndirect?

    I am not getting how to assign value to 'indirect' to use it in glDispatchComputeIndirect().

    As per my understanding, when a buffer is bound using GL_DISPATCH_INDIRECT_BUFFER, that data can be...
  5. Replies

    yes, using 'add_color' worked. Thanks :)

    yes, using 'add_color' worked. Thanks :)
  6. Replies

    What do you mean by uniform never used here? ...

    What do you mean by uniform never used here?

    vec4 add_color= vec4(color1 + color2 + color3 + color4);

    Here I am using the uniforms of the uniform block. So, I thought they are active. ...
  7. Replies

    compute shaders and uniform blocks


    Have just started working on compute shaders.
    I have a uniform block in a compute shader and I am trying to get the uniform block index in my application , but it is always returning me...
  8. yes, its not mentioned in the GLES3 spec that we...

    yes, its not mentioned in the GLES3 spec that we need attribute in vertex shader for rendering.
    Same case is with GLES2 as well.
  9. Is it mandatory to have attributes in vertex shader?

    Hi ,

    I have a vertex shader which do not have any attributes in it

    #version 300 es

    out mediump vec4 basecolor;
  10. Replies

    How can I test GL_HALF_FLOAT in shader?

    Searched a lot but not getting now :(

    I am passing GLushort half_float values to shader as :

    const GLushort iValueSize[4] = {0x3C00, 0x7BFF, 0x0400, 0x8000};
  11. Sorry for the above confusion. I have tested the...

    Sorry for the above confusion. I have tested the code with integer texture and its working fine. But same thing is working with unsigned texture, created as above , having isampler2D in shader which...
  12. what is the expected result for unsigned texture having isampler2D in shaders?

    I am writing an application to test isampler2D, thus have created a integer texture as:

    GLubyte *lpTex = NULL;

    for (j=0; j<32; j++) {
    for (i=0; i<32; i++) {
    if ((i ^...
  13. when is the indices of vertices determined to be used in gl_VertexID

    I am trying to understand the behavior of gl_vertexID in vertex shaders. For that I am trying to render 2 squares using two glDrawArrays calls one after another. And want to apply red color to only...
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