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floatingwoods

Member Since 09 Jun 2008
Offline Last Active Oct 01 2014 01:26 PM

#5134453 Adjacent camera display slightly different colors for same view patch

Posted by floatingwoods on 25 February 2014 - 10:50 AM

I forgot to add following: if the world does have a specular color component of 0, then the differences do not appear.

 

Edit: I think I can finally answer my question myself: I need a per-pixel shading, i.e. a pixel shader. Am I right? Sorry about the noise.




#5097904 GL_DEPTH24_STENCIL8_EXT not working ok on NVidia and Intel. ATI doing fine

Posted by floatingwoods on 30 September 2013 - 01:06 PM

Thanks to both of you.

 

I found the problem. Changing this line:

glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,_fboDepthBuffer);

into this:

glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER_EXT,_fboDepthBuffer);

Makes the trick. The question is now why it worked on ATI cards with the wrong argument?!




#5001549 How to initialize std::vector with array data without internal copy operation

Posted by floatingwoods on 16 November 2012 - 09:02 AM

Thanks Rip-off!!

You are right, and I try to follow that way of doing nowadays. But my old code is a mess... ;)


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