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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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