Sign in to follow this  
Kazade

OpenGL ATI texture rectangles, whats the deal?

Recommended Posts

Kazade    1019
Hi everyone, OK i have been searching for days on information about this and I just need clarification that what ive discovered is recent and correct.. ATI support texture rectangles (via EXT_texture_rectangle or ARB_texture_rectangle) however, only cards with ARB_texture_rectangle support can access them using GLSL (e.g. sampler2DRect and texture2DRect). People with cards (like me) with only EXT_texture_rectangle supported (not ARB) cannot access them through GLSL. I'm not sure if thats right, but that is all I can find. I really need to access texture rectangles through GLSL, but everytime I try and use sampler2DRect, it says its a reserved word and cant be accessed. Are ATI's drivers behind on the OpenGL 2.0 compliancy front? Why, when they both perform identically is EXT_texture_rectangle supported on my Radeon 9550 and ARB_texture_rectangle not? I'm complete confused, and annoyed that I cant work this out, so any information you guys can give would be greatly appreciated. Thanks Luke.

Share this post


Link to post
Share on other sites
Kazade    1019
Does anybody know? If anyone can point me towards any information on the texture rectangle extension for ATI, or any samples of it, that would be excellent.

Luke.

Share this post


Link to post
Share on other sites
Kazade    1019
Perhaps I could, i'll have to adjust everything to account for the change in the texture coordinates. It would be so much simpler though just to use texture rectangles, until I went to run my shader I didnt realise ATI didnt support them in GLSL.

Does anyone know when ATI is planning on adding this functionality to their drivers?

Share this post


Link to post
Share on other sites
Groove    129
However Radeon 9*** doesn't support NPOT texture.
All Mobility Radeon 9*** and X*** have the same "bug" ...

Maybe we could just ask but I just think that they don't care...

When GL_EXT_texture_rectangle was promoted to GL_ARB_texture_rectangle ATI vote NO. nVidia is the author of GL_NV_texture_rectangle witch could explain some things :/

GL_ARB_texture_rectangle is awesome, give us a good support please !

Share this post


Link to post
Share on other sites
Kazade    1019
OK, just went to try and re-write everything using GL_ARB_texture_non_power_of_two and my card doesnt support it! Now what do I do? I need access to rectangular textures in GLSL, EXT_texture_rectangle is supported, although not in the shaders, and ARB_texture_non_power_of_two is available in the shaders, but my card doesnt support it.

My opinion of ATI is getting lower by the second.

EDIT:

My card apparently supports OpenGL 2.0, yet GL_ARB_texture_non_power_of_two is not in the extension string. Why is this if it is core? Can I still use non-power-of-two textures even though its not in the extension string?



[Edited by - Kazade on March 16, 2006 11:41:14 AM]

Share this post


Link to post
Share on other sites
zedzeek    529
Quote:
My card apparently supports OpenGL 2.0, yet GL_ARB_texture_non_power_of_two is not in the extension string. Why is this if it is core? Can I still use non-power-of-two textures even though its not in the extension string?

you should be able to beware a lot of cards eg my nv3x dont support it in hardware thus youll get <1 fps.
nv4x > + the new ati cards support it though.
NPOT is perfect much better than ARB_texture_rectangle.
sorry cant help u with ati + ARB_texture_rectangle as i dont have an ati card

Share this post


Link to post
Share on other sites
RichardS    298
Quote:
Original post by Kazade
OK, just went to try and re-write everything using GL_ARB_texture_non_power_of_two and my card doesnt support it! Now what do I do? I need access to rectangular textures in GLSL, EXT_texture_rectangle is supported, although not in the shaders, and ARB_texture_non_power_of_two is available in the shaders, but my card doesnt support it.

My opinion of ATI is getting lower by the second.

EDIT:

My card apparently supports OpenGL 2.0, yet GL_ARB_texture_non_power_of_two is not in the extension string. Why is this if it is core? Can I still use non-power-of-two textures even though its not in the extension string?


Yes, if OpenGL 2.0 support is claimed, then you can use ARB_NPOT. The extension string itself does not have to be exported.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By Arulbabu Donbosco
      There are studios selling applications which is just copying any 3Dgraphic content and regenerating into another new window. especially for CAVE Virtual reality experience. so that the user opens REvite or CAD or any other 3D applications and opens a model. then when the user selects the rendered window the VR application copies the 3D model information from the OpenGL window. 
      I got the clue that the VR application replaces the windows opengl32.dll file. how this is possible ... how can we copy the 3d content from the current OpenGL window.
      anyone, please help me .. how to go further... to create an application like VR CAVE. 
       
      Thanks
    • By cebugdev
      hi all,

      i am trying to build an OpenGL 2D GUI system, (yeah yeah, i know i should not be re inventing the wheel, but this is for educational and some other purpose only),
      i have built GUI system before using 2D systems such as that of HTML/JS canvas, but in 2D system, i can directly match a mouse coordinates to the actual graphic coordinates with additional computation for screen size/ratio/scale ofcourse.
      now i want to port it to OpenGL, i know that to render a 2D object in OpenGL we specify coordiantes in Clip space or use the orthographic projection, now heres what i need help about.
      1. what is the right way of rendering the GUI? is it thru drawing in clip space or switching to ortho projection?
      2. from screen coordinates (top left is 0,0 nd bottom right is width height), how can i map the mouse coordinates to OpenGL 2D so that mouse events such as button click works? In consideration ofcourse to the current screen/size dimension.
      3. when let say if the screen size/dimension is different, how to handle this? in my previous javascript 2D engine using canvas, i just have my working coordinates and then just perform the bitblk or copying my working canvas to screen canvas and scale the mouse coordinates from there, in OpenGL how to work on a multiple screen sizes (more like an OpenGL ES question).
      lastly, if you guys know any books, resources, links or tutorials that handle or discuss this, i found one with marekknows opengl game engine website but its not free,
      Just let me know. Did not have any luck finding resource in google for writing our own OpenGL GUI framework.
      IF there are no any available online, just let me know, what things do i need to look into for OpenGL and i will study them one by one to make it work.
      thank you, and looking forward to positive replies.
    • By fllwr0491
      I have a few beginner questions about tesselation that I really have no clue.
      The opengl wiki doesn't seem to talk anything about the details.
       
      What is the relationship between TCS layout out and TES layout in?
      How does the tesselator know how control points are organized?
          e.g. If TES input requests triangles, but TCS can output N vertices.
             What happens in this case?
      In this article,
      http://www.informit.com/articles/article.aspx?p=2120983
      the isoline example TCS out=4, but TES in=isoline.
      And gl_TessCoord is only a single one.
      So which ones are the control points?
      How are tesselator building primitives?
    • By Orella
      I've been developing a 2D Engine using SFML + ImGui.
      Here you can see an image
      The editor is rendered using ImGui and the scene window is a sf::RenderTexture where I draw the GameObjects and then is converted to ImGui::Image to render it in the editor.
      Now I need to create a 3D Engine during this year in my Bachelor Degree but using SDL2 + ImGui and I want to recreate what I did with the 2D Engine. 
      I've managed to render the editor like I did in the 2D Engine using this example that comes with ImGui. 
      3D Editor preview
      But I don't know how to create an equivalent of sf::RenderTexture in SDL2, so I can draw the 3D scene there and convert it to ImGui::Image to show it in the editor.
      If you can provide code will be better. And if you want me to provide any specific code tell me.
      Thanks!
    • By Picpenguin
      Hi
      I'm new to learning OpenGL and still learning C. I'm using SDL2, glew, OpenGL 3.3, linmath and stb_image.
      I started following through learnopengl.com and got through it until I had to load models. The problem is, it uses Assimp for loading models. Assimp is C++ and uses things I don't want in my program (boost for example) and C support doesn't seem that good.
      Things like glVertexAttribPointer and shaders are still confusing to me, but I have to start somewhere right?
      I can't seem to find any good loading/rendering tutorials or source code that is simple to use and easy to understand.
      I have tried this for over a week by myself, searching for solutions but so far no luck. With tinyobjloader-c and project that uses it, FantasyGolfSimulator, I was able to actually load the model with plain color (always the same color no matter what I do) on screen and move it around, but cannot figure out how to use textures or use its multiple textures with it.
      I don't ask much: I just want to load models with textures in them, maybe have lights affect them (directional spotlight etc). Also, some models have multiple parts and multiple textures in them, how can I handle those?
      Are there solutions anywhere?
      Thank you for your time. Sorry if this is a bit confusing, English isn't my native language
  • Popular Now