Jump to content
  • Advertisement
Sign in to follow this  
3dmaniac

OpenGL does WGL_ATI_pixel_format_float actually work on radeon 9800(r350) ??

This topic is 4246 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm trying to create a floating point framebuffer on my radeon9800 using this extension to produce some nice postprocess effects, but it somehow doesn't work - wglChoosePixelFormatARB fails. Got some ideas ?? Code: bool SetupPixelFormat(int channelBits) { int iAttributes[] = { WGL_DRAW_TO_WINDOW_ARB, 1, WGL_SUPPORT_OPENGL_ARB, 1, WGL_DOUBLE_BUFFER_ARB, 1, WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_RED_BITS_ARB, channelBits, WGL_GREEN_BITS_ARB, channelBits, WGL_BLUE_BITS_ARB, channelBits, WGL_ALPHA_BITS_ARB, channelBits, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_FLOAT_ATI, WGL_DEPTH_BITS_ARB, 16, 0, 0 }; int pixelFormat; unsigned int numFormats; if ((!wglChoosePixelFormatARB(h_DC, iAttributes, NULL, 1, &pixelFormat, &numFormats)) || (numFormats < 1)) { MessageBox(h_Wnd, "Cant choose pixel format", AppTitle, MB_ICONERROR); return false; } ...

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!