Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: glararan

Page 1 of 3 1 2 3

Search: Search took 0.00 seconds.

  1. I have to say this... since driver update it was...

    I have to say this... since driver update it was working, I just recompiled program when I get new drivers.. so what can u say on this?
  2. Yes its sound like driver bug, but other programs...

    Yes its sound like driver bug, but other programs have to compile shaders aswell or not? And they works so there is kind of dark magic I suppose...
  3. How to fix problem when shader compilation result...

    How to fix problem when shader compilation result with "C0204: version directive must be first statement and may not be repeated", my shader files have defined #version as first line and its not...
  4. May I ask for full solution? I can't handle this...

    May I ask for full solution? I can't handle this error with #version in my project. Only solution for me is downgrade from 347.09. Thanks.
  5. Replies
    11
    Views
    2,493

    Hi there, So I made some stuff, but I still...

    Hi there,

    So I made some stuff, but I still need advice.

    I created class called MapCleft for solving these cracks. I define previous and next chunk.. ex. for vertical > previous = left chunk,...
  6. Replies
    11
    Views
    2,493

    Thanks for advice, I will try it and then post...

    Thanks for advice, I will try it and then post feedback.
  7. Replies
    11
    Views
    2,493

    Oh, sorry about I didn't mentioned tess. shader....

    Oh, sorry about I didn't mentioned tess. shader.

    Yes you're correct, I editing on CPU mapData and sending them to GPU. Yes I have no final control about mentioned vertices produced on GPU.
    ...
  8. Replies
    11
    Views
    2,493

    Hm we don't understand each other :D Whole map...

    Hm we don't understand each other :D

    Whole map (4x4 chunks)
    - Width: 1024
    - Height: 1024
    - Number of patches: 25600 (160 per row/column)

    One chunk
    - Width: 256
    - Height: 256
  9. Replies
    11
    Views
    2,493

    Okay so, if I have 40x40 vertices = 1600 patches...

    Okay so, if I have 40x40 vertices = 1600 patches I should have 42x42 vertices = 1764 patches.

    My chunk heightmap is 256x256 (= 6,4 height values per patch). How this should work? If vertice is...
  10. Replies
    11
    Views
    2,493

    Yes I divided map into tiles and then to chunks....

    Yes I divided map into tiles and then to chunks. I thought its called LoD. I'm not using quadtree, using screen-error.

    I read something about skirts but I don't know how to make them. Yesterday I...
  11. Replies
    11
    Views
    2,493

    Chunks cracks

    Hello,

    I'm here to ask for help.
    I have program for terrain editing, but I went into one problem I can't solve. Between each chunk is crack, how to fix it? I tried google it but I don't...
  12. Thread: FBO cube map

    by glararan
    Replies
    0
    Views
    604

    FBO cube map

    Hello,

    I'm creating FBO cube map, but I'm getting error 1281 on glTexImage2D.

    GPU: nVidia 650M


    GLfuncs->glGenTextures(1, &textureId);
    GLfuncs->glBindTexture(GL_TEXTURE_CUBE_MAP,...
  13. Replies
    0
    Views
    859

    glTexSubImage split to more updates

    Hi,

    I need help how to split glTexSubImage3D into small parts. Why? Because its more faster than whole image.

    My discovery: using small parts ex: 1024*1024 times 1x1 pixel is a lot faster than...
  14. Replies
    10
    Views
    7,359

    Then I'm where I was. On the start.

    Then I'm where I was. On the start.
  15. Replies
    10
    Views
    7,359

    So I should revert my change?

    So I should revert my change?
  16. Replies
    10
    Views
    7,359

    I just changed glTexStorage3D it show me whole...

    I just changed glTexStorage3D it show me whole terrain (just from loader), after initializing nVidia driver crashed. No idea why, I will investigate that.
  17. Replies
    10
    Views
    7,359

    Ofc, following code is constructor and bind //...

    Ofc, following code is constructor and bind

    // -- TextureType in header
    enum TextureType
    {
    Texture1DArray = GL_TEXTURE_1D_ARRAY,
    Texture2DArray = GL_TEXTURE_2D_ARRAY
    ...
  18. Replies
    10
    Views
    7,359

    Ok, if its same then following code should be: ...

    Ok, if its same then following code should be:


    #version 400
    #extension GL_EXT_texture_array : enable

    layout(quads, fractional_even_spacing, cw) in;

    in terrainVertex
    {
  19. Replies
    10
    Views
    7,359

    texture to texture array

    Hi,

    I need advice about sampler2DArray. On OpenGL IRC I spoke about fast loading textures throught uniforms. Guys direct me to glTexStorage3D for 2D textures.

    Now I'm trouble with porting...
  20. Replies
    2
    Views
    2,176

    BUMPING! I have new result from debugging. ...

    BUMPING!

    I have new result from debugging.

    Big enemy is still same = uniform. But not caused by textures, it slowed because each chunk in (16*16 = 256) use mapData[MAP_WIDTH / 16 * MAP_HEIGHT /...
  21. Replies
    2
    Views
    2,176

    No one have any idea? When I use 4x4 MapChunk...

    No one have any idea?

    When I use 4x4 MapChunk its still good, but 8x8 is little laggy, 16x16 ultra laggy.

    Function which lagging it is:

    void Material::bind()
    {
    m_shader->bind(); //...
  22. Replies
    2
    Views
    2,176

    Terrain tessellation in chunks?

    Hi,

    Is there any possible "very fast" way to create mapchunks for tessellation?

    I have some pre-alpha ver, but it's laggy, because I'm using glTexImage2D to port heightmap to shader. There it's...
  23. Replies
    8
    Views
    4,967

    Ok thanks, and this is btw not possible with more...

    Ok thanks, and this is btw not possible with more than 4 textures right?
  24. Replies
    8
    Views
    4,967

    Is possible with GLSL 3.3+ multitexturing do it...

    Is possible with GLSL 3.3+ multitexturing do it through alphamaps?

    See ex: http://www.sdilej.eu/pics/26b05e60458db6ebfdec8d095118b7cd.png
    On picture are 5 textures (including base). Base texture...
  25. Replies
    8
    Views
    4,967

    marClintDion: GClements was right, I meant...

    marClintDion: GClements was right, I meant texture splatting

    GClements: So texture splatting is not perfect for this?

    I'm making world editor, so I want to change textures by painting tool
Results 1 to 25 of 58
Page 1 of 3 1 2 3