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chronozphere

Member Since 15 Jun 2007
Offline Last Active Jan 11 2013 05:32 PM
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Posts I've Made

In Topic: GLSL rounding errors?

09 January 2013 - 03:41 AM

You are completely right! Thanks alot.

 

Now I know that I should not take such shortcuts in order to "optimize". 


In Topic: GLSL rounding errors?

08 January 2013 - 01:03 PM

Thanks for the reply.

 

I made a very stupid mistake by writing aPosition instead of vPosition in the second code snippet.

 

So the following gives artifacts:

aPosition = uView * uModel * vPosition;
gl_Position = uProjection * aPosition;

The following works:

aPosition = uView * uModel * vPosition;
gl_Position = uProjection * uView * uModel * vPosition;   //vPosition instead of aPosition

 

It seems strange to me why these different lines of code return different results. 

 

About the depth testing: Yes, I could have set it to GL_LEQUAL and leave it there. Good point!

 

Thanks


In Topic: GL_NV_draw_buffers on Android/Tegra. Where can I find the headers?

15 July 2012 - 04:56 AM

Can somebody explain me how I can use the gl_nv_draw_buffer extension, either in JAVA or using native code?

Thanks!

In Topic: is a 16 bit normal map overkill for a 16 bit heightmap?

04 July 2012 - 05:26 AM

If you feel like optimizing, you could also store the normal using spherical coordinates (in R and G) and still have B left for other purposes. That would allow you to squeeze your image into an RGB format, saving 16bits per pixel.

In Topic: GL_MAX_COLOR_ATTACHMENTS definition on android?

10 June 2012 - 12:46 PM

Thanks for your helpfull reply.

I was only aware of GL_NV_draw_buffers, which didn't mention GL_MAX_COLOR_ATTACHMENTS in it's spec.

I've tested on my TF101 tablet, which has a tegra 2 soc. It reports that it has 8 color attachments. This is probably the same for tegra 3.

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