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Type: Posts; User: execom_rt

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  1. Separated Shader Objects : not declared in input from next stage.

    Does anybody tried the separated shader objects on Android ? I want to create a shader without may output variables, but want to use a shader that ignore them.


    Vertex Shader



    #version 310...
  2. GL_TRIANGLE_STRIP to GL_PATCHES (as input of tesselator control shader)

    Is there a fast way to call glDrawElements with GL_PATCHES while providing a 'triangle strip' list of indices ?

    Right now I have to convert my triangle strip to triangles list because there is now...
  3. Re: Catalyst 9.8, anybody else having problems?

    On Windows, there are missing entry point like glDrawArraysInstanced and glDrawElementsInstanced. So OpenGL 3.1 is partially supported.
    The rest seems fine.
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    OpenGL 3.0 and extensions query

    I found inconsistencies with OpenGL 3.0 and extensions.

    If you query the extensions with glGetIntegerv(GL_NUM_EXTENSIONS, ..) + glGetStringi(GL_EXTENSIONS, ...), you will get old fixed pipeline...
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    Re: ATI Graphics Card and Windows Vista

    Wasn't Vista supposed to have a 'Direct3D'/OpenGL wrapper instead of the ancient GDI wrapper.
    Looks like the promised feature was dropped in the 'final' version ...
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    Re: Certain ATI chips and GLSL

    The slow down you've noticed is that the ATI renderer is reverting to a software rendering method that strictly follows the OpenGL specification instead of rendering incorrect results.

    The Win32...
  7. Thread: shadows

    by execom_rt
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    Re: shadows

    You still implement the Cg path, but not using the ARB_shadow (I'm doing it for my DX9 render path, which is using HLSL (which is using Cg syntax)

    Correct shadow mapping requires a step by step...
  8. Thread: shadows

    by execom_rt
    Replies
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    3,955

    Re: shadows

    I shouldn't use this 'old' approach using the ARB_shadow (unless you are targetting 7-year old hardware like the Geforce 3 or Geforce 4).

    Instead, you should consider the 'GLSL' approach, with one...
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    Re: GL_EXT_stencil_two_side

    OpenGL Extensions Viewer report 'GL_ATI_separate_stencil' as an alias of EXT_stencil_two_side in the OpenGL 2.0 core features set list which is the different implementation, but producing the exact...
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    Re: skinning on ATI - AGAIN

    I've just tried my skinning code (using 4 weights per vertex, 4 omni lights shading with specular - it's a self generated shader code-):

    This one is doing a VPU recover (!) on ATI 9800 Pro /...
  11. Re: VS Output Messages from OpenGL -- Help me understand them

    Try this page
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    Re: float RBG unsupported as FBO attachment?

    You need to do thoses following steps:

    - glGenFramebuffersEXT
    - glBindTexture
    - Set texture parameters : You must set GL_TEXTURE_WRAP_S and T and GL_TEXTURE_MIN and MAG filter. If you don't do...
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    Re: skinning on ATI - AGAIN

    Last time i've checked, the 3DLabs GLSL Skinning demo was still running in software rendering on ATI 9800 / Cat 6.1 due to an out of temporary registers.

    If you can confirm that particular demo...
  14. Re: VS Output Messages from OpenGL -- Help me understand them

    It seems to be debug output from the SiS driver.

    Sound like that they are shipping 'debug' version of OpenGL drivers for customers.

    Just ignore them or ask the SiS Developer Relations (if such...
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    Re: skinning on ATI - AGAIN

    Thanks for your reply. I've got 3 more questions concerning Cg.

    1. What about using sin cos in vertex shader?


    You need GL_NV_vertex_program2_option again, but it is not supported on ATI.

    ...
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    Re: skinning on ATI - AGAIN

    Yes it is still not fixed.

    You could use Cg (using ARBvp1.0 program), but your code will optimised for R300 Generation (Radeon 9500).

    ARBvp1.0 profile is lacking important features for...
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    Re: Shader Model 3.0 in OpenGl

    Except that ATI doesn't support alpha-blend floating point textures in OpenGL, even with the Radeon X1800 (it does, but in software rendering) ...
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    Re: AGL switch from fullscreen to windowed

    Once you've created your AGLContext, you don't need to re-create an OpenGL context if you change resolution or switching back to the windowed mode.

    Instead, just change your resolution back to the...
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    Re: Textures don't work on some graphic cards

    Here:
    DirectX 9.0c SDK Summer 2004

    This one works with Windows 2000.

    Or this link

    Doing the same thing (maybe smaller to download)
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    Re: Textures don't work on some graphic cards

    There is easy check for that:

    Run the DirectX Caps Viewer, (C:\Program Files\Microsoft DirectX SDK (December 2005)\Utilities\Bin\x86 if you have DXSDK installed)

    Look at

    DirectX Graphics...
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    Re: Texture atlas and repeating textures

    There is indeed a problem with texture atlas, more exactly the 'texture bleeding' problem.

    It works fine for font page, sprites, where usually border between bitmap is black and alpha is zero, but...
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    Re: float16 Rectangular RTT on ATI

    Assuming thoses following extensions are available on your video card : (Radeon X1800 ?)

    WGL_ARB_PBuffer,
    WGL_ARB_render_texture,
    WGL_ATI_render_texture_rectangle,
    WGL_ATI_pixel_format_float...
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    Re: Instruction limits on new ATI GPUs

    If you need some figures :

    On a Radeon X1300 (should be the same for a Radeon X1800)

    Vertex Program : 256 instructions max per shader (65536 if emulated). Geforce 7800 has 512 instructions max....
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    Re: Instruction limits on new ATI GPUs

    The lack of temporaries registers is a bug of the ATI GLSL compiler, not an hardware issue.

    I have some shaders that failed to compiled due to a lack of temporaries registers, but the same shader...
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    Re: HDR with Rendermokey

    I had the 'similar' problem in OpenGL/ATI Radeon 9800 (at least): texture float value got clamped especially especially when a fragment shader is writing into it (or reading from it).

    But on...
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