Type: Posts; User: addmx
First question - is there dedicated forum about OpenGL ES 2.x ?
Second one - I'm writin OpenGL ES 2.0 implementation for some device, and I have question about behaviour of glTexImage2D;...
What is the valid usage pattern of vertex array object ?
I'm generating ID glGenVertexArrays then bind it (glBindVertexArray).
Now I'm setting some states, for example:
glVertexPointer (4, GL_FLOAT, 64, 0);
Only radeons HD can shadow2Dproj in hardware.
The old radeons (not HD) cannot do shadow map lockups - the hardware is not capable.
well OpenGL 3.0 is supported on ATI but i have a little luck with it - it freezes the app or crashes the driver so frequently if some 'advanced' work is done. It is a mirracle to have app running for...
Well - programer friendly or not it does not work (and specification states that gl_ClipVertex should be used)
You suggesting that commenting gl_ClipVertex line will make the simple app to work on...
I'v made a simple test program demonstrating that custom cliping planes do not work on ATI (I'v tested on 1900XT and 4800HD, catalysts 9.5 and 9.6)
The link to the program is here:...
Is there any way to set separate blend equations to differend color attachments of one FBO.
(at least on nvidia 280 class cards with opengl 3.0 support)
I have fbo with 2 color...
yes instanceid semantic is SUPPORTED but gp4 profile is supported ONLY on nvidia cards - so forget about cg :)
sadly you cannot use CG FX if you plan to lunch you engine or any ATI radeon (or radeon HD) card :p
The only supported profiles of cgfx on radeons are ARB vertex/fragment program 1.0 (with suxx)...
I have some problems with my opengl usage scenarion on radeons HD.
I have two threads - the renderer thread and loader thread, each has it's own opengl
context and they share resources via...
yes, the program is bound - something weird behavior on ati IMHO
wait a minute -- why this is right ?
int tex0 = glGetUniformLocationARB(LinkedProgram, "_IN_NormalsTexture");
int tex1 = glGetUniformLocationARB(LinkedProgram, "_IN_SColorsTexture");
I have a strange problem with glsl shader.
On nvidia it compiles, links, validates and runs just fine.
On ATI (ATI Radeon HD 4800, GL:2.1.8577) it compiles, links
but validation fails with...
sadly the driver (to be specific 185.85 (latest) on nvidia GF 7800 under vista x64) returns GL_FRAMEBUFFER_UNSUPPORTED_EXT for (GL_LUMINANCE, GL_LUMINANCE16F_ARB, GL_HALF_FLOAT_ARB) format.
... and if I use GL2.1 + extensions ? - i am doomed ?
that same for antialiasing modes (and number of samples) for each possible format ?
is there any way to determine/query if given color/depth attachment format is supported for fbo ?
(of course without creating fbo and texture/renderbuffer and then checking if status is...
well I cannot 'update them' couse I have latest publically available :D
I cannot use Oblique Frustum Clipping couse i need to apply my custom clipping plane only to SOME geometry on the scene not...
How to use custom clipping planes with GLSL ?
i'm setting glClipPlanef(...)
and enable it glEnable(GL_CLIP_PLANE0);
no errors returned - but no effect either :p
in CG there is a special...
Is there any way in GLSL to enumerate (used) uniform variables ?
for example i have this glsl shader:
uniform vec4 some_var;
gl_FragColor = some_var;
Are there any happy (??) ATI owners ?
I need to know what CG profiles are supported under OpenGL on radeons HD.
cgGLGetLatestProfile(CG_GL_FRAGMENT) returns always CG_PROFILE_ARBFP1 on...
Well the CG is the only reasonable shading language if *nix and windows needs to be supported, as Dark Photon says - if a lot of shaders need to be compiled / loaded in rendering thread and shaders...
is there any way to use it with CG or it is available only thru native glsl shaders ? (i use gp4fp profile to compile my CG shaders)
Any working example would be great ;)
As my engine uses defered shading - the antialiasing support is pain in the ass ;)
I render GBuffer to my multiple color attachment with MSAA
but in the second phase of defered shading I need...