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Type: Posts; User: eodabash

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  1. Replies
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    My test has very large incoming vertex positions,...

    My test has very large incoming vertex positions, but a camera that is also located far from the origin. So after the application of the view matrix the values should all be reasonably sized. I'm not...
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    GLSL double precision range

    I'm trying to understand the limitations of double precision data in shader calculations. Particularly if there is some min/max range of values that is supported by the language. We have this simple...
  3. I was wondering the same thing. Nvidia's...

    I was wondering the same thing. Nvidia's developer zone isn't any better either. The only vendor I'm usually able to get a reply from these days is Apple.
  4. You can create a 3.2 core profile context and...

    You can create a 3.2 core profile context and access 3.2 features:
    ...
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    In the test app it does seem to fix the problem,...

    In the test app it does seem to fix the problem, I haven't tried in the real code yet. Thanks for the suggestion.
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    After looking into this I found that toggling...

    After looking into this I found that toggling multisample off for points and on for other geometry works as expected on Nvidia cards, but on AMD turning multisample on at any time during the frame...
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    I'm curious if anyone can comment on the question...

    I'm curious if anyone can comment on the question of toggling GL_MULTISAMPLE on a per-geometry basis, is this something that should be expected to work?

    Can I do this?

    1. start of frame...
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    GL_MULTISAMPLE and square/round points

    I learned somewhat recently about this behavior described in the GL_ARB_multisample spec:


    I'm working in an older fixed-function codebase and this is causing points that are intended to be...
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    We're generally talking about laptops here with...

    We're generally talking about laptops here with integrated Intel GPUs, so a $100 video card upgrade is not an option. I can completely understand Adam's situation, our target audience is pretty...
  10. Great, thanks! I see now in the the spec for...

    Great, thanks!

    I see now in the the spec for gpu_shader4 it says:

    "A new preprocessor #define is added to the OpenGL Shading Language:
    #define GL_EXT_gpu_shader4 1"

    So this isn't...
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    more Intel peculiarities

    EDIT: Just realized I didn't post this on the "Drivers" board like I meant to.


    Sorry for all the posts lately but hopefully this information will be useful to others in the future as well.
    ...
  12. #extension mechanism, query if extension is available?

    Is there any built-in way to query if an extension is available inside a shader?

    So you could do something like:



    #if GL_EXT_gpu_shader4
    #extension GL_EXT_gpu_shader4 :...
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    That makes things more clear, thanks.

    That makes things more clear, thanks.
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    Yet another Intel multisample thread

    I've seen the various threads here reporting problems with Intel's multisample support. I can live with this, but I'm having trouble with one of their integrated GPUs (identifying itself as "Intel HD...
  15. using glFramebufferRenderbuffer to clear color attachment

    A fbo may have a color attachment bound with a variety of different functions, including: glFramebufferRenderbuffer, glFramebufferTexture2D, glFramebufferTexture2DMultisampleEXT.

    To clear the...
  16. Yeah it works without the multisampled...

    Yeah it works without the multisampled renderbuffers. I also tested on a Radeon HD 6700 and it works fine with msaa, so it seems to just be a problem with older Radeons.
  17. It crashes when blitting just depth too. I added...

    It crashes when blitting just depth too. I added the stencil bit thinking maybe the problem was with blitting just one half of the packed depth-stencil buffer. I reported at the AMD forums already, I...
  18. glBlitFramebuffer crash with msaa depth -> msaa depth blit on Radeon HD 4800

    The following code crashes on a Radeon HD 4800 (Win7 64-bit, latest drivers)


    GLuint fbo1 = 0;

    // setup FBO 1
    {
    glGenFramebuffers(1, &fbo1);
    glBindFramebuffer(GL_FRAMEBUFFER,...
  19. Re: Default sampler indices AND block buffer bindings

    Coming from a DirectX background, it absolutely boggles my mind that this is how things work in GL(SL) -- that the client code has to know what name a particular shader uses for a sampler in order to...
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    Re: gDEBugger is free!!!

    Wow... and considering how expensive it used to be. Can anyone venture a guess as to why they would do this?
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