What is a HILO texture?
I readed a paper,and I want to implement it.but I cannot understand something.
It refers a HILO texture object,using to implement the DotProductDepthReplace fragment operation(OpenGL extensions).
I want to study the OpenGL extensions programming,how to start?
What is the HILO texture?
Quote:Original post by abc9804
I readed a paper,and I want to implement it.but I cannot understand something.
It refers a HILO texture object,using to implement the DotProductDepthReplace fragment operation(OpenGL extensions).
This is completely obsolete technology back from the GeForce 3/4 era. It won't work on modern graphics cards anymore (well, it's still does on NV, but it's legacy and will be dropped soon. It has never, and will never work on ATI or Intel).
All this old stuff (HILO textures, texture shaders, DotProductDepthReplace, etc) has been completely replaced by GLSL fragment shaders nowadays.
Thanks for your reply.
But what is the GLSL fragment shaders?
Can it implement the operation the depth shift?
But what is the GLSL fragment shaders?
Can it implement the operation the depth shift?
GLSL Fragment shader is simply the pixel shader.
go to http://www.lighthouse3d.com/opengl/glsl/ for few simple tutorials and I'm pretty sure neon helium (http://nehe.gamedev.net) has some too.
go to http://www.lighthouse3d.com/opengl/glsl/ for few simple tutorials and I'm pretty sure neon helium (http://nehe.gamedev.net) has some too.
Quote:Original post by abc9804Yes, there's a depth output register (gl_FragDepth)... but please, resist using it. It will disable early-z optimizations resulting in decreased performance: changing Z is something the pipe really doesn't like.
Can it implement the operation the depth shift?
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