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Type: Posts; User: lamigo

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    Problem solved. I forgot I was using tri linear...

    Problem solved.
    I forgot I was using tri linear filtering on that texture. My texture array init was allocating a complete mipmap chain, while my RTT was only filling the first one. So trilinear was...
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    Ok, it gets more precise. You are sure you have...

    Ok, it gets more precise.
    You are sure you have z writes enabled with : glDepthMask( GL_TRUE );
    and z tests also : glEnable( GL_DEPTH_TEST );
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    Oh I see the bands are where the wall should be....

    Oh I see the bands are where the wall should be. Then you are probably having a winding problem with your triangles not defined in the correct order ( clockwise vs counter clockwise).

    You can...
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    Hum, this looks like the bug I have been stuck...

    Hum, this looks like the bug I have been stuck with for the last 3 days: A whitish overlay coming from nowhere. In my case, it looks like an uninitialized 2nd texture superimposed. I am also getting...
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    texture Array + integer uvw weird behavior

    Probably something very basic I am missing on this one, but I have been stuck for a while and some help would be appreciated;
    I am drawing a 2d textured quad in a 2D hud. The texture is stored in a...
  6. If it helps somebody, here is my working code for...

    If it helps somebody, here is my working code for RTT + multisample resolve + compression + storage in texture array slot. Compression is done by glCopyTexSubImage3D() for free if the format is a...
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    Same result with...

    Same result with glReadBuffer(GL_COLOR_ATTACHMENT0) after fbo binding.

    I am using GL_TEXTURE_3D because the specs ask for it:...
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    invalid value with glCopyTexSubImage3D

    I am trying to copy my rtt result in slot 0 of a 512x512 texture array with :

    int slot = 0;
    glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array );
    glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);...
  9. rtt + multisample resolution + dxt1 compression

    My OpenGL 3.3 render to texture needs to be resolved for multisampling and then compressed to DXT1 on the fly. My understanding is that I have to :
    - create a multisample frame buffer
    - render...
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    Thanks for the answer. I don't know why, I...

    Thanks for the answer.
    I don't know why, I cannot post the link, but a quick search of Avoid Misaligned Vertex Data Apple, shows that at least some major Apple devices are doing attribute padding on...
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    a good compact vertex format?

    I have a compact interleaved vertex format to draw simple objects :

    2 bytes x 3 : position x/y/z
    2 bytes x 3 : texture u/v/w (w is layer num in texture array)
    3 bytes : normal x/y/z
    1...
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