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mrmurder

Member Since 16 Jun 2007
Offline Last Active Oct 02 2012 05:17 AM

Topics I've Started

Depth_test Enabling renders nothing with LEQUAL or LESS (GL3+)

01 October 2012 - 09:53 AM

Hello all,

I'm having an awkward problem and haven't been able to solve this yet.

I am rendering a basic random point cloud using VAO's, VBO+IBO, glsl 1.5, etc.

The problem is that i can render everything just fine when disabling DEPTH_TEST or setting DepthFunc to GEQUAL or GREATER. this is not what i wanted. i need the depth buffer to be using LESS or LEQUAL.

anyone have any idea why this could be happening?

When using GREATER the point cloud shows up on screen (not sorted correctly but thats because of the depth func, it's inverted).
When using LESS or LEQUAL nothing shows up on screen..

here's my render states:

glFrontFace( GL_CCW );
	glCullFace( GL_BACK );
	glEnable( GL_CULL_FACE );
  
	glDisable( GL_BLEND );

	glDepthFunc( GL_LEQUAL );
	glDepthMask( true );
	glEnable( GL_DEPTH_TEST );

Metal surface creation and deforming on hit

30 September 2012 - 11:58 PM

Hello all,
We all know how to generate a cloth textile surface or atleast how it could be simulated and interact with it.

Now i was thinking what about a metal/iron surface?
I wanted to be able to have a wall made of iron and based on hit strength it should deform. We see this effect alot in movies when someone closes a door on some stronger monster.

Would anybody have any idea on how to simulate this?

Thanks in advance

OSX GLSL1.5 Can't use directives as GL_EXT_gpu_shader4

29 August 2012 - 06:16 AM

Hey all,

Anyone had problems with directives in GLSL under GL3.2 context before ?

I'm trying to use Texture Buffer Objects in my application on GLSL 1.5 shader but i keep getting these errors telling me its not supported

WARNING: 0:3: extension 'GL_EXT_geometry_shader4' is not supported
WARNING: 0:4: extension 'GL_EXT_gpu_shader4' is not supported
ERROR: 0:33: Call to undeclared function 'texelFetchBuffer

Im using the new macbook pro with nvidia 650m so it shouldn't be a problem. Also checking for the extension it tells me they exist, so why would the shader complain when i try to enable them ?

Any ideas ?

Thanks in advance

gpu skinning +4 bones

17 July 2012 - 01:29 PM

Hello,
i would like to hear from anyone who have ideas on how to implement gnu skinning with more than 4 bones.
i've been working with 4 bones per vertex but now i would like to know if i could remove this limitation in someway?

thanks in advance

Program link error with Tessellation Control & Evalution Shaders

12 March 2012 - 10:44 AM

Hello there,

I'm having a weird problem in my application.

My programs link just fine when using only vertex and fragment shaders, but once i add the Control and Evaluation Shaders in i get a unknown error when Linking.

Im using GLEW and creating a Forward Compatible Context with GL 4.1

This is the info i get from GL

OpenGL Version: 4.1.10428 Core Profile Forward-Compatible Context
GLSL Version : 4.10
GL Renderer : AMD Radeon HD 6750M

Vertex shader was successfully compiled to run on hardware.
Tessellation control shader was successfully compiled to run on hardware.
Tessellation evaluation shader was successfully compiled to run on hardware.
Fragment shader was successfully compiled to run on hardware.

ERROR:
First-chance exception at 0x69d7d918 in GL32Sample.exe: 0xC0000005: Access violation reading location 0x202c5d30.
Link - Vertex shader(s) failed to link, fragment shader(s) failed to link, tessellation control shader(s) failed to link, tessellation evaluation shader(s) failed to link.
unexpected error.
unexpected error.
unexpected error.
unexpected error.


The exception happens when calling this line ( after calling glLinkProgram(id) ):
glGetProgramiv(program_handle, GL_LINK_STATUS, &linkSuccess);


According to gl errors after calling glLinkProgram i get no errors, but once i make that call it gives me a first-chance exception.


Would anyone have any idea on why this is happening?

Thanks in advance

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