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Ponkx

Member Since 16 Jun 2009
Offline Last Active Mar 13 2013 09:30 AM

Posts I've Made

In Topic: Help with shader disassembling

13 February 2013 - 08:24 AM

Seems to me, that offset is computed as

  iadd r0.xy, v1.xxxx, l(1, 2, 0, 0)

that is TEXCOORD.x + 2


In Topic: SRGB with FBO problem

11 February 2013 - 05:18 AM

Just tried to set GL_TEXTURE_SRGB_DECODE_EXT texture paramter to GL_SKIP_DECODE_EXT - it should turn off sRGB->linear conversion. But again it doesn't working. Results are still dark, as if conversion would be performed (GL_EXT_texture_sRGB_decode is supported on my system).

So it seems to me, that all sRGB conversion stuff is somehow strange, at least on my system...


In Topic: SRGB with FBO problem

10 February 2013 - 01:43 PM

I Have ATI 5650 mobility, drivers 12.10, quite recent.


In Topic: SRGB with FBO problem

09 February 2013 - 02:42 PM

When I check value return value from FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, it says GL_SRGB (if I create FBO texture with GL_SRGB. It return GL_LINEAR when I create it with RGBA). Extension also says:

 

"If FRAMEBUFFER_SRGB is enabled and the value of
    FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING for the framebuffer attachment
    corresponding to the destination buffer is SRGB (see section 6.1.3),
    the R, G, and B values after blending are converted into the non-linear
    sRGB color space by some approximation of the following:

             {  0.0,                          0         <= cl
             {  12.92 * c,                    0         <  cl < 0.0031308
        cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1
             {  1.0,                                       cl >= 1

    where cl is the R, G, or B element and cs is the result
    (effectively converted into an sRGB color space).

so I even tried to enable blending, but still no effect. :( EXT_texture_sRGB is supported on my system.


In Topic: depth stencil framebuffer problem

30 April 2010 - 12:44 AM

Hm.. I was unable to solve that (do stenciling and bind same depth texture in shader) - maybe it is the same limitation as in DX10, so now I'm using some ugly copy with glBlitFramebuffer.

It even drives my crazy, that I cannot have my own FBO depth buffer when I want to render into the GL back buffer (which is possible in DX10).

If someone have some clever trick how to do it I would like to hear...

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