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Comments:

<0> but it's more whether that might mess up a crappy driver
<1> How could there be no texture bound? By default, you got the default texture object ( 0 )
<0> ok, NULL is bound
<1> Not NULL, 0. It's an integer
<0> glBindTexture(GL_TEXTURE_2D, NULL);
<2> heh, perhaps the driver doesn't fill memory to 0, so it's actually garbage?
<0> ok
<0> I should probably change that to 0
<3> hey, is it possible to use fragment shaders on off-screen buffers ?
<4> of course
<3> actually what I'd like to do is write a fragment shader to process a buffer I have in ram
<3> do I have to make a gl texture out of it , or is there a way to access this buffer without transferring it to the video ram ?
<4> just render to an offscree nframe buffer object
<4> that renders directly to texture



<4> then u can use that texture for whatever
<3> so if I want to keep that buffer in memory , I have to copy that buffer to a frame buffer object, process it with the fragment shader, the copy it back to memory ?
<4> what sort of 'buffer' are u thinking about ?
<4> a texture ?
<3> no it's a buffer I have in memory , am working on an image processing app
<4> think about using a texture as your buffer ;p
<3> dukey` well I use a texture for display
<4> doesn't matter
<3> but internally it's better to use a buffer
<3> I have way too many buffer to fit into textures :)
<4> i doubt that
<3> well i reach 1GB of buffers within seconds :)
<4> shaders normally work on data in textures
<4> doesn't matter if they are actually 'real' textures or not
<3> but the data has to be in video memory ?
<4> i think the driver decides if it goes on the video memory or not
<4> may wanna check that but i think that is correct
<3> lol I missed something in the book, the "Shaders for Imaging" section
<3> am sure it explains it all :)
<5> hmmm..I'm thinking of implementing an very easy billboarding-routine for textures
<5> with the xyz- lookat- and upvector of my camera-cl***, I must be able to draw textures facing into the camera right?
<5> or am I overlooking an easy way with glOrtho(.)..anyone got ideas?
<6> Could anyone here help me get GLSL support working on my 6600GT? It worked fine yesterday, but having the card in PCI mode made it terribly slow, and before I realized I needed chipset drivers for the motherboard I installed newer drivers from Nvidias webpage. Now, it seems the GLSL support is gone, and I can't find out how to re-enable it. I tried googling but didn't find any solution.
<6> please people, someone must know what's the problem...
<1> Bananmos, do you still have hardware acceleration or OpenGL is running in software?
<1> See what you get with glGetString() GL_VENDOR, etc.
<6> Maloeran: hmm... I later realized GLSL does in fact work fine when I use it with Ogre3d, but not with the raw OpenGL programs I wrote a few years back. I figure it all has something to do with them using the older ARB extensions syntax. I figure maybe it's been dropped in the latest Nvidia drivers. Yet, the code in them complains about the GL_ARB_shading_language_100 extension missing, and that very same extension is
<7> I need help with cube maps
<7> Maloeran you around?
<7> Anyone here who has worked with cube maps?
<6> qman: I tried them once, but that was quite a few years ago. Doubt I could remember any details about it :/
<7> I'm becoming very frustrated with this
<7> I did shadow cubemaps in D3D in a matter of seconds
<7> here I've been struggling for 2 weeks to get 1 floating point cube map to correctly hold all distance values
<7> should I upload some code for you to see?
<6> qman: well, like I said, it was so long ago I did my only cubemap that I probably wouldn't be of much help anyway... but I seem to remember there being quite a few examples about cubemaps on the net... tried googling for some tutorials?
<7> it's not that I can't use them
<7> when I end up indexing them, data seems to be garbage
<7> I don't add textures to them
<7> I render to each face
<7> using Frame buffers
<8> Hello. I've been coding OpenGL under Windows for a while, but now I want to change to Linux. Does anybody know of a good tutorial and/or know which libraries that are recommended to be used?
<7> http://rafb.net/p/AunyTc39.html
<6> qman: I could dcc you the example GL code I used myself for learning about cube maps, if that'll be any help
<1> glUseProgram( 1 ) does not look right at all
<1> dnz, SDL is a nice, robust and cross-platform library you might to look at
<7> ohh oops nevermind that
<7> aside from that
<1> I never used the framebuffer extension though, I don't think I could help for the rest...
<7> Maloeran, do you see the negative up I've used
<7> ?
<1> You could have picked a power of 2 instead of 300x300, the hardware prefers that ; even if you have the non-power-of-two- extension
<7> GeForce 6600



<7> GT
<1> Right, powers of two are still faster
<7> all right
<7> I'll switched but I don't think it'll help
<1> *nods* Probably not
<7> gee man, I have to be honest, I looked forward to this D3D->OGL deal
<7> heh in fact EVERY other part of shader works except this :D
<7> even specular highlights + bump map
<1> Learning a new API takes time, you jumped ahead quite fast
<7> If I only get cube maps to work fine
<7> glActiveTextureARB(GL_TEXTURE2_ARB);
<7> glEnable (GL_TEXTURE_CUBE_MAP_ARB);
<7> glBindTexture (GL_TEXTURE_CUBE_MAP_ARB,shadow_cmaps[0]);
<7> sprintf (str,"Cubic_ShadowMap_Sampler[0]");
<7> glUniform1iARB (glGetUniformLocationARB(shader_in_use,str),2);
<8> Maloeran: What about tk?
<7> ^^ that is executed after RenderToCubemap
<7> looks ok?
<1> dnz, I haven't used it but SDL is the typical choice to handle windowing/input/etc. including for the Linux ports of commercial games
<7> Bananmos, can you upload that example code?
<7> That might help
<1> Looks fine, qman, what's the value of 2 for?
<7> MTU 2
<7> since I'm binding to mtu
<7> makes sense or did I screw up?
<7> How would do regularly bind and use textures etc. ?
<7> would you*
<7> if you want to set samplers in GLSL
<1> Seems fine I guess, you don't have to sprintf() the string by the way ; just p*** it
<7> hehe
<7> let me keep that, cause that's gonna change to [%d]",i
<1> :) Right
<7> multiple light sources, multiple cube maps ;D
<7> thanks Banamos
<7> Bananmos*
<7> once done with this, I will write a whole instruction manual on how to do each perfectly
<7> seriously it will help alot of people switch
<6> qman: be warned though: it's an old program using ***embly shaders and obsolete extensions. I couldn't even get it to run on a Geforce FX way back when I looked at it, but nevertheless the GL function call examples for cubemaps were of some help to me
<7> right now people are afraid "what if it doesn't work"
<8> Maloeran: which SDL package does one use?
<1> dnz, it's likely to be already all installed on a typical distribution
<7> thanks Bananmos, but I'm way over that stage right now :P
<7> Maloeran, btw, I'm rendering distances to the faces
<7> like this :
<7> varying vec3 View;
<7> uniform float see_through_degree;
<7> void main()
<7> {
<7> if ( see_through_degree != 0.0 ) discard;
<7> gl_FragColor = vec4 (length(View),0,0,0);
<7> }
<9> kinda hard when I'm sleeping?
<7> see_through_degree right now is zero
<9> bye
<7> Niooooooooo
<7> View in vertex shader is eye.xyz-gl_Vertex;
<7> sorry
<7> gl_Vertex.xyz-eye
<7> eye is uniform vec3
<8> GL is up and running
<8> thanks


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