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  1. Replies
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    552

    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?
    ...
  2. Replies
    3
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    552

    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...
  3. Replies
    3
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    552

    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...
  4. 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.
  5. 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;
  6. 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)...
    ...
  7. Ok got it, thanks a lot!

    Ok got it, thanks a lot!
  8. 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...
  9. 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...
  10. 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.
  11. 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:
    ...
  12. Thanks a lot! This is exactly what I need.

    Thanks a lot! This is exactly what I need.
  13. 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...
  14. Thanks god I just found out what I am doing...

    Thanks god I just found out what I am doing wrong!!! :D

    The problem was, that I calculated Depth in the vertex shader and then passed it as varying to the fragment shader!

    This of course is...
  15. I just found a way to get a dynamic bias which...

    I just found a way to get a dynamic bias which seems to reduce the issues:
    1312

    float Bias = 0.5 * (1.0 - clamp(Depth, 0.0, 1.0));


    edit Hm no not really, the issue is still there for...
  16. Shadow cube map: glPolygonOffset does not help?

    Hello,

    I have an omni directional light source with a shadow cube map:
    1310

    Works fine so far BUT... as you can see there are some artifacts on the front face of the box (marked red in the...
  17. Probably I just found the answer here:...

    Probably I just found the answer here:
    http://stackoverflow.com/questions/10786951/omnidirectional-shadow-mapping-with-depth-cubemap

    Can somebody confirm this is how it is done usually?
  18. Shadow cube map: Comparing the depth value

    Hello,

    I have a scene rendered into the six sides of a depth cube map from an omni light position using a 90°FOV.

    So far so good.

    Now in the fragment shader I somehow need to compare
    A) the...
  19. I see, thanks! Alright, got it! Thanks

    I see, thanks!




    Alright, got it! Thanks
  20. Thanks for the clarification!

    Thanks for the clarification!
  21. glDrawBuffer/glReadBuffer framebuffer state

    Hello,

    are changes made with glDrawBuffer or glDrawBuffers stored in the state of current GL_DRAW_FRAMEBUFFER
    and changes made with glReadBuffer stored in the state of current...
  22. glDrawBuffer does not accept GL_COLOR_ATTACHMENT0 but glReadBuffer does?

    Hello,

    I see lots of code around the web where the following is done:


    glDrawBuffer(GL_COLOR_ATTACHMENT0);

    But looking into the manual glDrawBuffer (in contrast to glReadBuffer and...
  23. So basically I would like to render each side of...

    So basically I would like to render each side of the cube map as a 2D image to the screen but I don't know how to do this since the cube map handle is a GL_TEXTURE_CUBE_MAP and not a GL_TEXTURE_2D.
  24. Hi, thanks. I already have the shader for...

    Hi,

    thanks. I already have the shader for depth buffer linearization.

    My question was more about how to render each side of the cube because
    the cube texture was generated with...
  25. Easiest way to render only one side of a cub map for debugging purposes

    Hello,

    I created a shadow cube map consisting of 6 frame buffer objects (with only a depth texture attachment), one for each side:


    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,...
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