Jump to content
  • Advertisement
Sign in to follow this  
Ehrys

OpenGL glCreateShader = 0 (Checked other post, solution didn't work)

This topic is 3720 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

Heya, I'm trying to create an application using shaders, but I can't get OpenGL to create a shader Program. It just returns 0 and I don't know why. Could someone tell me how I can return the last error that OpenGL gave? Thanks. Here's the source code.
bool ShaderProgram::CreateProgram(std::string Name, std::string VertexPath, std::string FragmentPath, GLWindowEx* GLContext)
{
	// Do not want to over-write shader.
	if(gluiShaderProgram)
		return false;

	assert(GLContext);
	m_GLContext = GLContext;
	bool isCurrent = m_GLContext->MakeCurrent(true); // Check Context Is Current
	if(!isCurrent) // If it isn't we know the answer!
		MessageBoxA(NULL, "Couldn't Make Current For Some Reason", "Oops", MB_OK); // Messagebox is never shown. Current Context is valid.
	SetName(Name);
	
        // Load Shader Data from file
	std::string VertData = LoadShader(VertexPath);
        // Mis-Named Functions. This loads the Shader Into Memory
	AddVertShader(VertData.c_str());

	std::string FragData = LoadShader(FragmentPath);
	AddFragShader(FragData.c_str());

        // Create Shader Program. This always returns 0.
	gluiShaderProgram = m_GLContext->glCreateProgram();
	m_GLContext->glAttachShader(gluiShaderProgram, gluiVertexShader);
	m_GLContext->glAttachShader(gluiShaderProgram, gluiFragmentShader);
	m_GLContext->glLinkProgram(gluiShaderProgram);

	GLint status = 0;
	m_GLContext->glGetShaderiv(gluiVertexShader, GL_COMPILE_STATUS, &status);
	if(status != GL_TRUE)
	{
		PrintInfoLog(gluiVertexShader, "Vertex");
		MessageBoxA(NULL, "Vertex shader failed to compile. Please see \"VertexShader.log\" for information.", "Shader Error", MB_OK);
		return false;
	}
	m_GLContext->glGetShaderiv(gluiFragmentShader, GL_COMPILE_STATUS, &status);
	if(status != GL_TRUE)
	{
		PrintInfoLog(gluiFragmentShader, "Fragment");
		MessageBoxA(NULL, "Fragment shader failed to compile. Please see \"FragmentShader.log\" for information.", "Shader Error", MB_OK);
		return false;
	}

	return true;
}








Done some further testing and it appears that even the glCreateShader(GLenum) argument returns zero aswell. So none of my shaders are creating properly. EDIT: Also trying to use the ARB extensions aswell in case my OGL driver was out of date. Same error. I've also got gDEBugger if that helps anyone. I'm not entire sure how to use it ^.^ EDIT: I have checked to make sure I have a valid context directly before entering this method, which I do. EDIT: Out of curiosity I added "GLuint gluiVertexShader = glCreateShader(GL_VERTEX_SHADER);" Just before SwapBuffers(); in my OnDisplay() method. Function returns invalid index. I'm completely lost now. EDIT: Free cookies to anyone with a working solution :D [Edited by - Ehrys on March 16, 2008 10:22:37 AM]

Share this post


Link to post
Share on other sites
Advertisement
It's hard/impossible to tell from the posted code, since it involves utility functions (for example AddVertShader) which aren't contained. I assume it creates an object and adds shader code to it, but that's only speculation. The same goes for all the GLWindowEx functions that look like "normal" GL functions.

As the first thing, I'd assure that the shaders you try to compile actually have a chance to compile. That means, have a vertex shader which does ftransform() and nothing else, and a fragment shader that writes a constant color to gl_FragColor. If that "fixes" your code, then it's the shaders that are bugged, not the code.


If that still dosn't work, make a utility function, something like...

void CheckGL()
{
if ((GLenum GLerror = glGetError()) != GL_NO_ERROR)
fprintf(stderr, "GL error: %x\n", GLerror);
}
... and call this function after EACH function call inside ShaderProgram::CreateProgram that POSSIBLY calls something OpenGL.
You might even mace it a macro that includes __LINE__ or something (similar to assert()), so you can pinpoint the location where something is wrong.
The value of glGetError() should also tell you what's wrong.

Share this post


Link to post
Share on other sites
I was actually just about to post that up.

Aside fom the fact that AddVert/AddFrag are custom functions the specific functions in question are glCreateProgram and glCreateShader which are the standard OpenGL Functions as of 2.0

Also I have tried the functions relating to 1.4 using ARB Extensions. They also fail.

I modified the code above to:


// Do not want to over-write shader.
if(gluiShaderProgram)
return false;

assert(GLContext);
std::fstream GLErrorLog;
GLErrorLog.open("OpenGL.log", std::ios::out);
m_GLContext = GLContext;
bool isCurrent = m_GLContext->MakeCurrent(true);
GLenum Error = -1;
GLErrorLog << "Context Setting:" << std::endl;
while(Error != GL_NO_ERROR)
{
Error = glGetError();
GLErrorLog << Error << " - ";
GLErrorLog << gluErrorString(Error) << std::endl;
}
if(!isCurrent)
MessageBoxA(NULL, "Couldn't Make Current For Some Reason", "Oops", MB_OK);

SetName(Name);

std::string VertData = LoadShader(VertexPath);
AddVertShader(VertData.c_str());
std::string FragData = LoadShader(FragmentPath);
AddFragShader(FragData.c_str());

gluiShaderProgram = m_GLContext->glCreateProgram();
m_GLContext->glAttachShader(gluiShaderProgram, gluiVertexShader);
m_GLContext->glAttachShader(gluiShaderProgram, gluiFragmentShader);
m_GLContext->glLinkProgram(gluiShaderProgram);

Error = -1;
GLErrorLog << std::endl << "Shader Programming:" << std::endl;
while(Error != GL_NO_ERROR)
{
Error = glGetError();
GLErrorLog << Error << " - ";
GLErrorLog << gluErrorString(Error) << std::endl;
}
...





Which produces the following:

Quote:

Context Setting:
0 - no error

Shader Programming:
0 - no error



EDIT: I just realised that I think you misunderstood what I was trying to explain, sorry my fault probably ^.^ I'll try and clarify.
Quote:

As the first thing, I'd assure that the shaders you try to compile actually have a chance to compile. That means, have a vertex shader which does ftransform() and nothing else, and a fragment shader that writes a constant color to gl_FragColor. If that "fixes" your code, then it's the shaders that are bugged, not the code.


Here you mention trying to compile the shaders, presumably using glCompileShader. Now if I could actually get that far it would be great :D The problem occurs on the very first line where you assign a handle to your shader object.
GLuint glCreateShader(GLenum);
This function will return non-zero on success which is a handle to the created shader object. This is returning 0 (invalid index) which indicates something went wrong somewhere.
The command I use is gluiVertexShader = glCreateShader(GL_VERTEX_SHADER); at this point gluiVertexShader = 0. Which is before I even try and compile or even load the source code.

Hope that clarifies things.

Share this post


Link to post
Share on other sites
How do you load the OpenGL functions for versions above 1.1? Do you use GLEW or something else or do you do it on your own?
Also make sure you have the most recent drivers and your gfx card actually supports OpenGL 2.0 (check the version string).
Also check for GL errors. gDebugger might help here. Personally I use glIntercept.
Also why do you have a GLContext class? What is that good for? I don't see why anyone would want to have something like this.

Also have a look at the OpenGL man pages. It clearly states the cases in which 0 is returned and what gl error is generated in that case.

Share this post


Link to post
Share on other sites
In order to load or create a shader you need to have a valid GLContext. The GLWindowEx class is just like the normal WindowEx class except it has the OpenGL functions built on top of it.

As for the context, the shader is only valid for the context that it's created under, so if I had multiple render targets I would need to change the render context.

Also, I am checking for GL Errors as you can see from my second post.

The loading of the gl extensions is hidden from me by a GL Wrapper called GXBase. Doesn't really do much more than load up a window and find the extensions.

I have the most up to date drivers and an 8800GT graphics card. So OpenGL 2.0 I hope would have been supported. In any case I tried 1.4 which is the standard that comes with Vista iirc. Which still didn't work.

In any case, the code doesn't work when I boot into XP either.

As for the OGL Man pages.
Quote:

Errors

This function returns 0 if an error occurs creating the program object.

GL_INVALID_OPERATION is generated if
glCreateProgram is executed between the
execution of
glBegin
and the corresponding execution of
glEnd.


I might as well be hitting myself on the head with a stick of celery for all the use that is :P

Here are the results of what is supported by my driver using glewinfo.exe


---------------------------
GLEW Extension Info
---------------------------

GLEW version 1.5.0
Reporting capabilities of pixelformat 1
Running on a GeForce 8800 GT/PCI/SSE2 from NVIDIA Corporation
OpenGL version 2.1.2 is supported

GL_VERSION_1_1: OK
---------------

GL_VERSION_1_2: OK
---------------
glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK

GL_VERSION_1_3: OK
---------------
glActiveTexture: OK
glClientActiveTexture: OK
glCompressedTexImage1D: OK
glCompressedTexImage2D: OK
glCompressedTexImage3D: OK
glCompressedTexSubImage1D: OK
glCompressedTexSubImage2D: OK
glCompressedTexSubImage3D: OK
glGetCompressedTexImage: OK
glLoadTransposeMatrixd: OK
glLoadTransposeMatrixf: OK
glMultTransposeMatrixd: OK
glMultTransposeMatrixf: OK
glMultiTexCoord1d: OK
glMultiTexCoord1dv: OK
glMultiTexCoord1f: OK
glMultiTexCoord1fv: OK
glMultiTexCoord1i: OK
glMultiTexCoord1iv: OK
glMultiTexCoord1s: OK
glMultiTexCoord1sv: OK
glMultiTexCoord2d: OK
glMultiTexCoord2dv: OK
glMultiTexCoord2f: OK
glMultiTexCoord2fv: OK
glMultiTexCoord2i: OK
glMultiTexCoord2iv: OK
glMultiTexCoord2s: OK
glMultiTexCoord2sv: OK
glMultiTexCoord3d: OK
glMultiTexCoord3dv: OK
glMultiTexCoord3f: OK
glMultiTexCoord3fv: OK
glMultiTexCoord3i: OK
glMultiTexCoord3iv: OK
glMultiTexCoord3s: OK
glMultiTexCoord3sv: OK
glMultiTexCoord4d: OK
glMultiTexCoord4dv: OK
glMultiTexCoord4f: OK
glMultiTexCoord4fv: OK
glMultiTexCoord4i: OK
glMultiTexCoord4iv: OK
glMultiTexCoord4s: OK
glMultiTexCoord4sv: OK
glSampleCoverage: OK

GL_VERSION_1_4: OK
---------------
glBlendColor: OK
glBlendEquation: OK
glBlendFuncSeparate: OK
glFogCoordPointer: OK
glFogCoordd: OK
glFogCoorddv: OK
glFogCoordf: OK
glFogCoordfv: OK
glMultiDrawArrays: OK
glMultiDrawElements: OK
glPointParameterf: OK
glPointParameterfv: OK
glPointParameteri: OK
glPointParameteriv: OK
glSecondaryColor3b: OK
glSecondaryColor3bv: OK
glSecondaryColor3d: OK
glSecondaryColor3dv: OK
glSecondaryColor3f: OK
glSecondaryColor3fv: OK
glSecondaryColor3i: OK
glSecondaryColor3iv: OK
glSecondaryColor3s: OK
glSecondaryColor3sv: OK
glSecondaryColor3ub: OK
glSecondaryColor3ubv: OK
glSecondaryColor3ui: OK
glSecondaryColor3uiv: OK
glSecondaryColor3us: OK
glSecondaryColor3usv: OK
glSecondaryColorPointer: OK
glWindowPos2d: OK
glWindowPos2dv: OK
glWindowPos2f: OK
glWindowPos2fv: OK
glWindowPos2i: OK
glWindowPos2iv: OK
glWindowPos2s: OK
glWindowPos2sv: OK
glWindowPos3d: OK
glWindowPos3dv: OK
glWindowPos3f: OK
glWindowPos3fv: OK
glWindowPos3i: OK
glWindowPos3iv: OK
glWindowPos3s: OK
glWindowPos3sv: OK

GL_VERSION_1_5: OK
---------------
glBeginQuery: OK
glBindBuffer: OK
glBufferData: OK
glBufferSubData: OK
glDeleteBuffers: OK
glDeleteQueries: OK
glEndQuery: OK
glGenBuffers: OK
glGenQueries: OK
glGetBufferParameteriv: OK
glGetBufferPointerv: OK
glGetBufferSubData: OK
glGetQueryObjectiv: OK
glGetQueryObjectuiv: OK
glGetQueryiv: OK
glIsBuffer: OK
glIsQuery: OK
glMapBuffer: OK
glUnmapBuffer: OK

GL_VERSION_2_0: OK
---------------
glAttachShader: OK
glBindAttribLocation: OK
glBlendEquationSeparate: OK
glCompileShader: OK
glCreateProgram: OK
glCreateShader: OK
glDeleteProgram: OK
glDeleteShader: OK
glDetachShader: OK
glDisableVertexAttribArray: OK
glDrawBuffers: OK
glEnableVertexAttribArray: OK
glGetActiveAttrib: OK
glGetActiveUniform: OK
glGetAttachedShaders: OK
glGetAttribLocation: OK
glGetProgramInfoLog: OK
glGetProgramiv: OK
glGetShaderInfoLog: OK
glGetShaderSource: OK
glGetShaderiv: OK
glGetUniformLocation: OK
glGetUniformfv: OK
glGetUniformiv: OK
glGetVertexAttribPointerv: OK
glGetVertexAttribdv: OK
glGetVertexAttribfv: OK
glGetVertexAttribiv: OK
glIsProgram: OK
glIsShader: OK
glLinkProgram: OK
glShaderSource: OK
glStencilFuncSeparate: OK
glStencilMaskSeparate: OK
glStencilOpSeparate: OK
glUniform1f: OK
glUniform1fv: OK
glUniform1i: OK
glUniform1iv: OK
glUniform2f: OK
glUniform2fv: OK
glUniform2i: OK
glUniform2iv: OK
glUniform3f: OK
glUniform3fv: OK
glUniform3i: OK
glUniform3iv: OK
glUniform4f: OK
glUniform4fv: OK
glUniform4i: OK
glUniform4iv: OK
glUniformMatrix2fv: OK
glUniformMatrix3fv: OK
glUniformMatrix4fv: OK
glUseProgram: OK
glValidateProgram: OK
glVertexAttrib1d: OK
glVertexAttrib1dv: OK
glVertexAttrib1f: OK
glVertexAttrib1fv: OK
glVertexAttrib1s: OK
glVertexAttrib1sv: OK
glVertexAttrib2d: OK
glVertexAttrib2dv: OK
glVertexAttrib2f: OK
glVertexAttrib2fv: OK
glVertexAttrib2s: OK
glVertexAttrib2sv: OK
glVertexAttrib3d: OK
glVertexAttrib3dv: OK
glVertexAttrib3f: OK
glVertexAttrib3fv: OK
glVertexAttrib3s: OK
glVertexAttrib3sv: OK
glVertexAttrib4Nbv: OK
glVertexAttrib4Niv: OK
glVertexAttrib4Nsv: OK
glVertexAttrib4Nub: OK
glVertexAttrib4Nubv: OK
glVertexAttrib4Nuiv: OK
glVertexAttrib4Nusv: OK
glVertexAttrib4bv: OK
glVertexAttrib4d: OK
glVertexAttrib4dv: OK
glVertexAttrib4f: OK
glVertexAttrib4fv: OK
glVertexAttrib4iv: OK
glVertexAttrib4s: OK
glVertexAttrib4sv: OK
glVertexAttrib4ubv: OK
glVertexAttrib4uiv: OK
glVertexAttrib4usv: OK
glVertexAttribPointer: OK

GL_VERSION_2_1: OK
---------------
glUniformMatrix2x3fv: OK
glUniformMatrix2x4fv: OK
glUniformMatrix3x2fv: OK
glUniformMatrix3x4fv: OK
glUniformMatrix4x2fv: OK
glUniformMatrix4x3fv: OK

GL_3DFX_multisample: MISSING
--------------------

GL_3DFX_tbuffer: MISSING
----------------
glTbufferMask3DFX: MISSING

GL_3DFX_texture_compression_FXT1: MISSING
---------------------------------

GL_APPLE_client_storage: MISSING
------------------------

GL_APPLE_element_array: MISSING
-----------------------
glDrawElementArrayAPPLE: MISSING
glDrawRangeElementArrayAPPLE: MISSING
glElementPointerAPPLE: MISSING
glMultiDrawElementArrayAPPLE: MISSING
glMultiDrawRangeElementArrayAPPLE: MISSING

GL_APPLE_fence: MISSING
---------------
glDeleteFencesAPPLE: MISSING
glFinishFenceAPPLE: MISSING
glFinishObjectAPPLE: MISSING
glGenFencesAPPLE: MISSING
glIsFenceAPPLE: MISSING
glSetFenceAPPLE: MISSING
glTestFenceAPPLE: MISSING
glTestObjectAPPLE: MISSING

GL_APPLE_float_pixels: MISSING
----------------------

GL_APPLE_flush_buffer_range: MISSING
----------------------------
glBufferParameteriAPPLE: MISSING
glFlushMappedBufferRangeAPPLE: MISSING

GL_APPLE_pixel_buffer: MISSING
----------------------

GL_APPLE_specular_vector: MISSING
-------------------------

GL_APPLE_texture_range: MISSING
-----------------------
glGetTexParameterPointervAPPLE: MISSING
glTextureRangeAPPLE: MISSING

GL_APPLE_transform_hint: MISSING
------------------------

GL_APPLE_vertex_array_object: MISSING
-----------------------------
glBindVertexArrayAPPLE: MISSING
glDeleteVertexArraysAPPLE: MISSING
glGenVertexArraysAPPLE: MISSING
glIsVertexArrayAPPLE: MISSING

GL_APPLE_vertex_array_range: MISSING
----------------------------
glFlushVertexArrayRangeAPPLE: MISSING
glVertexArrayParameteriAPPLE: MISSING
glVertexArrayRangeAPPLE: MISSING

GL_APPLE_ycbcr_422: MISSING
-------------------

GL_ARB_color_buffer_float: OK
--------------------------
glClampColorARB: OK

GL_ARB_depth_texture: OK
---------------------

GL_ARB_draw_buffers: OK
--------------------
glDrawBuffersARB: OK

GL_ARB_fragment_program: OK
------------------------

GL_ARB_fragment_program_shadow: OK
-------------------------------

GL_ARB_fragment_shader: OK
-----------------------

GL_ARB_half_float_pixel: OK
------------------------

GL_ARB_imaging: OK
---------------
glBlendEquation: OK
glColorSubTable: OK
glColorTable: OK
glColorTableParameterfv: OK
glColorTableParameteriv: OK
glConvolutionFilter1D: OK
glConvolutionFilter2D: OK
glConvolutionParameterf: OK
glConvolutionParameterfv: OK
glConvolutionParameteri: OK
glConvolutionParameteriv: OK
glCopyColorSubTable: OK
glCopyColorTable: OK
glCopyConvolutionFilter1D: OK
glCopyConvolutionFilter2D: OK
glGetColorTable: OK
glGetColorTableParameterfv: OK
glGetColorTableParameteriv: OK
glGetConvolutionFilter: OK
glGetConvolutionParameterfv: OK
glGetConvolutionParameteriv: OK
glGetHistogram: OK
glGetHistogramParameterfv: OK
glGetHistogramParameteriv: OK
glGetMinmax: OK
glGetMinmaxParameterfv: OK
glGetMinmaxParameteriv: OK
glGetSeparableFilter: OK
glHistogram: OK
glMinmax: OK
glResetHistogram: OK
glResetMinmax: OK
glSeparableFilter2D: OK

GL_ARB_matrix_palette: MISSING
----------------------
glCurrentPaletteMatrixARB: MISSING
glMatrixIndexPointerARB: MISSING
glMatrixIndexubvARB: MISSING
glMatrixIndexuivARB: MISSING
glMatrixIndexusvARB: MISSING

GL_ARB_multisample: OK
-------------------
glSampleCoverageARB: OK

GL_ARB_multitexture: OK
--------------------
glActiveTextureARB: OK
glClientActiveTextureARB: OK
glMultiTexCoord1dARB: OK
glMultiTexCoord1dvARB: OK
glMultiTexCoord1fARB: OK
glMultiTexCoord1fvARB: OK
glMultiTexCoord1iARB: OK
glMultiTexCoord1ivARB: OK
glMultiTexCoord1sARB: OK
glMultiTexCoord1svARB: OK
glMultiTexCoord2dARB: OK
glMultiTexCoord2dvARB: OK
glMultiTexCoord2fARB: OK
glMultiTexCoord2fvARB: OK
glMultiTexCoord2iARB: OK
glMultiTexCoord2ivARB: OK
glMultiTexCoord2sARB: OK
glMultiTexCoord2svARB: OK
glMultiTexCoord3dARB: OK
glMultiTexCoord3dvARB: OK
glMultiTexCoord3fARB: OK
glMultiTexCoord3fvARB: OK
glMultiTexCoord3iARB: OK
glMultiTexCoord3ivARB: OK
glMultiTexCoord3sARB: OK
glMultiTexCoord3svARB: OK
glMultiTexCoord4dARB: OK
glMultiTexCoord4dvARB: OK
glMultiTexCoord4fARB: OK
glMultiTexCoord4fvARB: OK
glMultiTexCoord4iARB: OK
glMultiTexCoord4ivARB: OK
glMultiTexCoord4sARB: OK
glMultiTexCoord4svARB: OK

GL_ARB_occlusion_query: OK
-----------------------
glBeginQueryARB: OK
glDeleteQueriesARB: OK
glEndQueryARB: OK
glGenQueriesARB: OK
glGetQueryObjectivARB: OK
glGetQueryObjectuivARB: OK
glGetQueryivARB: OK
glIsQueryARB: OK

GL_ARB_pixel_buffer_object: OK
---------------------------

GL_ARB_point_parameters: OK
------------------------
glPointParameterfARB: OK
glPointParameterfvARB: OK

GL_ARB_point_sprite: OK
--------------------

GL_ARB_shader_objects: OK
----------------------
glAttachObjectARB: OK
glCompileShaderARB: OK
glCreateProgramObjectARB: OK
glCreateShaderObjectARB: OK
glDeleteObjectARB: OK
glDetachObjectARB: OK
glGetActiveUniformARB: OK
glGetAttachedObjectsARB: OK
glGetHandleARB: OK
glGetInfoLogARB: OK
glGetObjectParameterfvARB: OK
glGetObjectParameterivARB: OK
glGetShaderSourceARB: OK
glGetUniformLocationARB: OK
glGetUniformfvARB: OK
glGetUniformivARB: OK
glLinkProgramARB: OK
glShaderSourceARB: OK
glUniform1fARB: OK
glUniform1fvARB: OK
glUniform1iARB: OK
glUniform1ivARB: OK
glUniform2fARB: OK
glUniform2fvARB: OK
glUniform2iARB: OK
glUniform2ivARB: OK
glUniform3fARB: OK
glUniform3fvARB: OK
glUniform3iARB: OK
glUniform3ivARB: OK
glUniform4fARB: OK
glUniform4fvARB: OK
glUniform4iARB: OK
glUniform4ivARB: OK
glUniformMatrix2fvARB: OK
glUniformMatrix3fvARB: OK
glUniformMatrix4fvARB: OK
glUseProgramObjectARB: OK
glValidateProgramARB: OK

GL_ARB_shading_language_100: OK
----------------------------

GL_ARB_shadow: OK
--------------

GL_ARB_shadow_ambient: MISSING
----------------------

GL_ARB_texture_border_clamp: OK
----------------------------

GL_ARB_texture_compression: OK
---------------------------
glCompressedTexImage1DARB: OK
glCompressedTexImage2DARB: OK
glCompressedTexImage3DARB: OK
glCompressedTexSubImage1DARB: OK
glCompressedTexSubImage2DARB: OK
glCompressedTexSubImage3DARB: OK
glGetCompressedTexImageARB: OK

GL_ARB_texture_cube_map: OK
------------------------

GL_ARB_texture_env_add: OK
-----------------------

GL_ARB_texture_env_combine: OK
---------------------------

GL_ARB_texture_env_crossbar: MISSING
----------------------------

GL_ARB_texture_env_dot3: OK
------------------------

GL_ARB_texture_float: OK
---------------------

GL_ARB_texture_mirrored_repeat: OK
-------------------------------

GL_ARB_texture_non_power_of_two: OK
--------------------------------

GL_ARB_texture_rectangle: OK
-------------------------

GL_ARB_transpose_matrix: OK
------------------------
glLoadTransposeMatrixdARB: OK
glLoadTransposeMatrixfARB: OK
glMultTransposeMatrixdARB: OK
glMultTransposeMatrixfARB: OK

GL_ARB_vertex_blend: MISSING
--------------------
glVertexBlendARB: MISSING
glWeightPointerARB: MISSING
glWeightbvARB: MISSING
glWeightdvARB: MISSING
glWeightfvARB: MISSING
glWeightivARB: MISSING
glWeightsvARB: MISSING
glWeightubvARB: MISSING
glWeightuivARB: MISSING
glWeightusvARB: MISSING

GL_ARB_vertex_buffer_object: OK
----------------------------
glBindBufferARB: OK
glBufferDataARB: OK
glBufferSubDataARB: OK
glDeleteBuffersARB: OK
glGenBuffersARB: OK
glGetBufferParameterivARB: OK
glGetBufferPointervARB: OK
glGetBufferSubDataARB: OK
glIsBufferARB: OK
glMapBufferARB: OK
glUnmapBufferARB: OK

GL_ARB_vertex_program: OK
----------------------
glBindProgramARB: OK
glDeleteProgramsARB: OK
glDisableVertexAttribArrayARB: OK
glEnableVertexAttribArrayARB: OK
glGenProgramsARB: OK
glGetProgramEnvParameterdvARB: OK
glGetProgramEnvParameterfvARB: OK
glGetProgramLocalParameterdvARB: OK
glGetProgramLocalParameterfvARB: OK
glGetProgramStringARB: OK
glGetProgramivARB: OK
glGetVertexAttribPointervARB: OK
glGetVertexAttribdvARB: OK
glGetVertexAttribfvARB: OK
glGetVertexAttribivARB: OK
glIsProgramARB: OK
glProgramEnvParameter4dARB: OK
glProgramEnvParameter4dvARB: OK
glProgramEnvParameter4fARB: OK
glProgramEnvParameter4fvARB: OK
glProgramLocalParameter4dARB: OK
glProgramLocalParameter4dvARB: OK
glProgramLocalParameter4fARB: OK
glProgramLocalParameter4fvARB: OK
glProgramStringARB: OK
glVertexAttrib1dARB: OK
glVertexAttrib1dvARB: OK
glVertexAttrib1fARB: OK
glVertexAttrib1fvARB: OK
glVertexAttrib1sARB: OK
glVertexAttrib1svARB: OK
glVertexAttrib2dARB: OK
glVertexAttrib2dvARB: OK
glVertexAttrib2fARB: OK
glVertexAttrib2fvARB: OK
glVertexAttrib2sARB: OK
glVertexAttrib2svARB: OK
glVertexAttrib3dARB: OK
glVertexAttrib3dvARB: OK
glVertexAttrib3fARB: OK
glVertexAttrib3fvARB: OK
glVertexAttrib3sARB: OK
glVertexAttrib3svARB: OK
glVertexAttrib4NbvARB: OK
glVertexAttrib4NivARB: OK
glVertexAttrib4NsvARB: OK
glVertexAttrib4NubARB: OK
glVertexAttrib4NubvARB: OK
glVertexAttrib4NuivARB: OK
glVertexAttrib4NusvARB: OK
glVertexAttrib4bvARB: OK
glVertexAttrib4dARB: OK
glVertexAttrib4dvARB: OK
glVertexAttrib4fARB: OK
glVertexAttrib4fvARB: OK
glVertexAttrib4ivARB: OK
glVertexAttrib4sARB: OK
glVertexAttrib4svARB: OK
glVertexAttrib4ubvARB: OK
glVertexAttrib4uivARB: OK
glVertexAttrib4usvARB: OK
glVertexAttribPointerARB: OK

GL_ARB_vertex_shader: OK
---------------------
glBindAttribLocationARB: OK
glGetActiveAttribARB: OK
glGetAttribLocationARB: OK

GL_ARB_window_pos: OK
------------------
glWindowPos2dARB: OK
glWindowPos2dvARB: OK
glWindowPos2fARB: OK
glWindowPos2fvARB: OK
glWindowPos2iARB: OK
glWindowPos2ivARB: OK
glWindowPos2sARB: OK
glWindowPos2svARB: OK
glWindowPos3dARB: OK
glWindowPos3dvARB: OK
glWindowPos3fARB: OK
glWindowPos3fvARB: OK
glWindowPos3iARB: OK
glWindowPos3ivARB: OK
glWindowPos3sARB: OK
glWindowPos3svARB: OK

GL_ATIX_point_sprites: MISSING
----------------------

GL_ATIX_texture_env_combine3: MISSING
-----------------------------

GL_ATIX_texture_env_route: MISSING
--------------------------

GL_ATIX_vertex_shader_output_point_size: MISSING
----------------------------------------

GL_ATI_draw_buffers: OK
--------------------
glDrawBuffersATI: OK

GL_ATI_element_array: MISSING
---------------------
glDrawElementArrayATI: MISSING
glDrawRangeElementArrayATI: MISSING
glElementPointerATI: MISSING

GL_ATI_envmap_bumpmap: MISSING
----------------------
glGetTexBumpParameterfvATI: MISSING
glGetTexBumpParameterivATI: MISSING
glTexBumpParameterfvATI: MISSING
glTexBumpParameterivATI: MISSING

GL_ATI_fragment_shader: MISSING
-----------------------
glAlphaFragmentOp1ATI: MISSING
glAlphaFragmentOp2ATI: MISSING
glAlphaFragmentOp3ATI: MISSING
glBeginFragmentShaderATI: MISSING
glBindFragmentShaderATI: MISSING
glColorFragmentOp1ATI: MISSING
glColorFragmentOp2ATI: MISSING
glColorFragmentOp3ATI: MISSING
glDeleteFragmentShaderATI: MISSING
glEndFragmentShaderATI: MISSING
glGenFragmentShadersATI: MISSING
glPassTexCoordATI: MISSING
glSampleMapATI: MISSING
glSetFragmentShaderConstantATI: MISSING

GL_ATI_map_object_buffer: MISSING
-------------------------
glMapObjectBufferATI: MISSING
glUnmapObjectBufferATI: MISSING

GL_ATI_pn_triangles: MISSING
--------------------
glPNTrianglesfATI: MISSING
glPNTrianglesiATI: MISSING

GL_ATI_separate_stencil: MISSING
------------------------
glStencilFuncSeparateATI: MISSING
glStencilOpSeparateATI: MISSING

GL_ATI_shader_texture_lod: MISSING
--------------------------

GL_ATI_text_fragment_shader: MISSING
----------------------------

GL_ATI_texture_compression_3dc: MISSING
-------------------------------

GL_ATI_texture_env_combine3: MISSING
----------------------------

GL_ATI_texture_float: OK
---------------------

GL_ATI_texture_mirror_once: OK
---------------------------

GL_ATI_vertex_array_object: MISSING
---------------------------
glArrayObjectATI: MISSING
glFreeObjectBufferATI: MISSING
glGetArrayObjectfvATI: MISSING
glGetArrayObjectivATI: MISSING
glGetObjectBufferfvATI: MISSING
glGetObjectBufferivATI: MISSING
glGetVariantArrayObjectfvATI: MISSING
glGetVariantArrayObjectivATI: MISSING
glIsObjectBufferATI: MISSING
glNewObjectBufferATI: MISSING
glUpdateObjectBufferATI: MISSING
glVariantArrayObjectATI: MISSING

GL_ATI_vertex_attrib_array_object: MISSING
----------------------------------
glGetVertexAttribArrayObjectfvATI: MISSING
glGetVertexAttribArrayObjectivATI: MISSING
glVertexAttribArrayObjectATI: MISSING

GL_ATI_vertex_streams: MISSING
----------------------
glClientActiveVertexStreamATI: MISSING
glNormalStream3bATI: MISSING
glNormalStream3bvATI: MISSING
glNormalStream3dATI: MISSING
glNormalStream3dvATI: MISSING
glNormalStream3fATI: MISSING
glNormalStream3fvATI: MISSING
glNormalStream3iATI: MISSING
glNormalStream3ivATI: MISSING
glNormalStream3sATI: MISSING
glNormalStream3svATI: MISSING
glVertexBlendEnvfATI: MISSING
glVertexBlendEnviATI: MISSING
glVertexStream2dATI: MISSING
glVertexStream2dvATI: MISSING
glVertexStream2fATI: MISSING
glVertexStream2fvATI: MISSING
glVertexStream2iATI: MISSING
glVertexStream2ivATI: MISSING
glVertexStream2sATI: MISSING
glVertexStream2svATI: MISSING
glVertexStream3dATI: MISSING
glVertexStream3dvATI: MISSING
glVertexStream3fATI: MISSING
glVertexStream3fvATI: MISSING
glVertexStream3iATI: MISSING
glVertexStream3ivATI: MISSING
glVertexStream3sATI: MISSING
glVertexStream3svATI: MISSING
glVertexStream4dATI: MISSING
glVertexStream4dvATI: MISSING
glVertexStream4fATI: MISSING
glVertexStream4fvATI: MISSING
glVertexStream4iATI: MISSING
glVertexStream4ivATI: MISSING
glVertexStream4sATI: MISSING
glVertexStream4svATI: MISSING

GL_EXT_422_pixels: MISSING
------------------

GL_EXT_Cg_shader: OK
-----------------

GL_EXT_abgr: OK
------------

GL_EXT_bgra: OK
------------

GL_EXT_bindable_uniform: OK
------------------------
glGetUniformBufferSizeEXT: OK
glGetUniformOffsetEXT: OK
glUniformBufferEXT: OK

GL_EXT_blend_color: OK
-------------------
glBlendColorEXT: OK

GL_EXT_blend_equation_separate: OK
-------------------------------
glBlendEquationSeparateEXT: OK

GL_EXT_blend_func_separate: OK
---------------------------
glBlendFuncSeparateEXT: OK

GL_EXT_blend_logic_op: MISSING
----------------------

GL_EXT_blend_minmax: OK
--------------------
glBlendEquationEXT: OK

GL_EXT_blend_subtract: OK
----------------------

GL_EXT_clip_volume_hint: MISSING
------------------------

GL_EXT_cmyka: MISSING
-------------

GL_EXT_color_subtable: MISSING
----------------------
glColorSubTableEXT: MISSING
glCopyColorSubTableEXT: MISSING

GL_EXT_compiled_vertex_array: OK
-----------------------------
glLockArraysEXT: OK
glUnlockArraysEXT: OK

GL_EXT_convolution: MISSING
-------------------
glConvolutionFilter1DEXT: MISSING
glConvolutionFilter2DEXT: MISSING
glConvolutionParameterfEXT: MISSING
glConvolutionParameterfvEXT: MISSING
glConvolutionParameteriEXT: MISSING
glConvolutionParameterivEXT: MISSING
glCopyConvolutionFilter1DEXT: MISSING
glCopyConvolutionFilter2DEXT: MISSING
glGetConvolutionFilterEXT: MISSING
glGetConvolutionParameterfvEXT: MISSING
glGetConvolutionParameterivEXT: MISSING
glGetSeparableFilterEXT: MISSING
glSeparableFilter2DEXT: MISSING

GL_EXT_coordinate_frame: MISSING
------------------------
glBinormalPointerEXT: MISSING
glTangentPointerEXT: MISSING

GL_EXT_copy_texture: MISSING
--------------------
glCopyTexImage1DEXT: MISSING
glCopyTexImage2DEXT: MISSING
glCopyTexSubImage1DEXT: MISSING
glCopyTexSubImage2DEXT: MISSING
glCopyTexSubImage3DEXT: OK

GL_EXT_cull_vertex: MISSING
-------------------
glCullParameterdvEXT: MISSING
glCullParameterfvEXT: MISSING

GL_EXT_depth_bounds_test: OK
-------------------------
glDepthBoundsEXT: OK

GL_EXT_draw_buffers2: OK
---------------------
glColorMaskIndexedEXT: OK
glDisableIndexedEXT: OK
glEnableIndexedEXT: OK
glGetBooleanIndexedvEXT: OK
glGetIntegerIndexedvEXT: OK
glIsEnabledIndexedEXT: OK

GL_EXT_draw_instanced: OK
----------------------
glDrawArraysInstancedEXT: OK
glDrawElementsInstancedEXT: OK

GL_EXT_draw_range_elements: OK
---------------------------
glDrawRangeElementsEXT: OK

GL_EXT_fog_coord: OK
-----------------
glFogCoordPointerEXT: OK
glFogCoorddEXT: OK
glFogCoorddvEXT: OK
glFogCoordfEXT: OK
glFogCoordfvEXT: OK

GL_EXT_fragment_lighting: MISSING
-------------------------
glFragmentColorMaterialEXT: MISSING
glFragmentLightModelfEXT: MISSING
glFragmentLightModelfvEXT: MISSING
glFragmentLightModeliEXT: MISSING
glFragmentLightModelivEXT: MISSING
glFragmentLightfEXT: MISSING
glFragmentLightfvEXT: MISSING
glFragmentLightiEXT: MISSING
glFragmentLightivEXT: MISSING
glFragmentMaterialfEXT: MISSING
glFragmentMaterialfvEXT: MISSING
glFragmentMaterialiEXT: MISSING
glFragmentMaterialivEXT: MISSING
glGetFragmentLightfvEXT: MISSING
glGetFragmentLightivEXT: MISSING
glGetFragmentMaterialfvEXT: MISSING
glGetFragmentMaterialivEXT: MISSING
glLightEnviEXT: MISSING

GL_EXT_framebuffer_blit: OK
------------------------
glBlitFramebufferEXT: OK

GL_EXT_framebuffer_multisample: OK
-------------------------------
glRenderbufferStorageMultisampleEXT: OK

GL_EXT_framebuffer_object: OK
--------------------------
glBindFramebufferEXT: OK
glBindRenderbufferEXT: OK
glCheckFramebufferStatusEXT: OK
glDeleteFramebuffersEXT: OK
glDeleteRenderbuffersEXT: OK
glFramebufferRenderbufferEXT: OK
glFramebufferTexture1DEXT: OK
glFramebufferTexture2DEXT: OK
glFramebufferTexture3DEXT: OK
glGenFramebuffersEXT: OK
glGenRenderbuffersEXT: OK
glGenerateMipmapEXT: OK
glGetFramebufferAttachmentParameterivEXT: OK
glGetRenderbufferParameterivEXT: OK
glIsFramebufferEXT: OK
glIsRenderbufferEXT: OK
glRenderbufferStorageEXT: OK

GL_EXT_framebuffer_sRGB: OK
------------------------

GL_EXT_geometry_shader4: OK
------------------------
glFramebufferTextureEXT: OK
glFramebufferTextureFaceEXT: OK
glFramebufferTextureLayerEXT: OK
glProgramParameteriEXT: OK

GL_EXT_gpu_program_parameters: OK
------------------------------
glProgramEnvParameters4fvEXT: OK
glProgramLocalParameters4fvEXT: OK

GL_EXT_gpu_shader4: OK
-------------------
glBindFragDataLocationEXT: OK
glGetFragDataLocationEXT: OK
glGetUniformuivEXT: OK
glGetVertexAttribIivEXT: OK
glGetVertexAttribIuivEXT: OK
glUniform1uiEXT: OK
glUniform1uivEXT: OK
glUniform2uiEXT: OK
glUniform2uivEXT: OK
glUniform3uiEXT: OK
glUniform3uivEXT: OK
glUniform4uiEXT: OK
glUniform4uivEXT: OK
glVertexAttribI1iEXT: OK
glVertexAttribI1ivEXT: OK
glVertexAttribI1uiEXT: OK
glVertexAttribI1uivEXT: OK
glVertexAttribI2iEXT: OK
glVertexAttribI2ivEXT: OK
glVertexAttribI2uiEXT: OK
glVertexAttribI2uivEXT: OK
glVertexAttribI3iEXT: OK
glVertexAttribI3ivEXT: OK
glVertexAttribI3uiEXT: OK
glVertexAttribI3uivEXT: OK
glVertexAttribI4bvEXT: OK
glVertexAttribI4iEXT: OK
glVertexAttribI4ivEXT: OK
glVertexAttribI4svEXT: OK
glVertexAttribI4ubvEXT: OK
glVertexAttribI4uiEXT: OK
glVertexAttribI4uivEXT: OK
glVertexAttribI4usvEXT: OK
glVertexAttribIPointerEXT: OK

GL_EXT_histogram: MISSING
-----------------
glGetHistogramEXT: MISSING
glGetHistogramParameterfvEXT: MISSING
glGetHistogramParameterivEXT: MISSING
glGetMinmaxEXT: MISSING
glGetMinmaxParameterfvEXT: MISSING
glGetMinmaxParameterivEXT: MISSING
glHistogramEXT: MISSING
glMinmaxEXT: MISSING
glResetHistogramEXT: MISSING
glResetMinmaxEXT: MISSING

GL_EXT_index_array_formats: MISSING
---------------------------

GL_EXT_index_func: MISSING
------------------
glIndexFuncEXT: MISSING

GL_EXT_index_material: MISSING
----------------------
glIndexMaterialEXT: MISSING

GL_EXT_index_texture: MISSING
---------------------

GL_EXT_light_texture: MISSING
---------------------
glApplyTextureEXT: MISSING
glTextureLightEXT: MISSING
glTextureMaterialEXT: MISSING

GL_EXT_misc_attribute: MISSING
----------------------

GL_EXT_multi_draw_arrays: OK
-------------------------
glMultiDrawArraysEXT: OK
glMultiDrawElementsEXT: OK

GL_EXT_multisample: MISSING
-------------------
glSampleMaskEXT: MISSING
glSamplePatternEXT: MISSING

GL_EXT_packed_depth_stencil: OK
----------------------------

GL_EXT_packed_float: OK
--------------------

GL_EXT_packed_pixels: OK
---------------------

GL_EXT_paletted_texture: MISSING
------------------------
glColorTableEXT: MISSING
glGetColorTableEXT: MISSING
glGetColorTableParameterfvEXT: MISSING
glGetColorTableParameterivEXT: MISSING

GL_EXT_pixel_buffer_object: OK
---------------------------

GL_EXT_pixel_transform: MISSING
-----------------------
glGetPixelTransformParameterfvEXT: MISSING
glGetPixelTransformParameterivEXT: MISSING
glPixelTransformParameterfEXT: MISSING
glPixelTransformParameterfvEXT: MISSING
glPixelTransformParameteriEXT: MISSING
glPixelTransformParameterivEXT: MISSING

GL_EXT_pixel_transform_color_table: MISSING
-----------------------------------

GL_EXT_point_parameters: OK
------------------------
glPointParameterfEXT: OK
glPointParameterfvEXT: OK

GL_EXT_polygon_offset: MISSING
----------------------
glPolygonOffsetEXT: MISSING

GL_EXT_rescale_normal: OK
----------------------

GL_EXT_scene_marker: MISSING
--------------------
glBeginSceneEXT: MISSING
glEndSceneEXT: MISSING

GL_EXT_secondary_color: OK
-----------------------
glSecondaryColor3bEXT: OK
glSecondaryColor3bvEXT: OK
glSecondaryColor3dEXT: OK
glSecondaryColor3dvEXT: OK
glSecondaryColor3fEXT: OK
glSecondaryColor3fvEXT: OK
glSecondaryColor3iEXT: OK
glSecondaryColor3ivEXT: OK
glSecondaryColor3sEXT: OK
glSecondaryColor3svEXT: OK
glSecondaryColor3ubEXT: OK
glSecondaryColor3ubvEXT: OK
glSecondaryColor3uiEXT: OK
glSecondaryColor3uivEXT: OK
glSecondaryColor3usEXT: OK
glSecondaryColor3usvEXT: OK
glSecondaryColorPointerEXT: OK

GL_EXT_separate_specular_color: OK
-------------------------------

GL_EXT_shadow_funcs: OK
--------------------

GL_EXT_shared_texture_palette: MISSING
------------------------------

GL_EXT_stencil_clear_tag: MISSING
-------------------------

GL_EXT_stencil_two_side: OK
------------------------
glActiveStencilFaceEXT: OK

GL_EXT_stencil_wrap: OK
--------------------

GL_EXT_subtexture: MISSING
------------------
glTexSubImage1DEXT: MISSING
glTexSubImage2DEXT: MISSING
glTexSubImage3DEXT: OK

GL_EXT_texture: MISSING
---------------

GL_EXT_texture3D: OK
-----------------
glTexImage3DEXT: OK

GL_EXT_texture_array: OK
---------------------

GL_EXT_texture_buffer_object: OK
-----------------------------
glTexBufferEXT: OK

GL_EXT_texture_compression_dxt1: MISSING
--------------------------------

GL_EXT_texture_compression_latc: OK
--------------------------------

GL_EXT_texture_compression_rgtc: OK
--------------------------------

GL_EXT_texture_compression_s3tc: OK
--------------------------------

GL_EXT_texture_cube_map: OK
------------------------

GL_EXT_texture_edge_clamp: OK
--------------------------

GL_EXT_texture_env: MISSING
-------------------

GL_EXT_texture_env_add: OK
-----------------------

GL_EXT_texture_env_combine: OK
---------------------------

GL_EXT_texture_env_dot3: OK
------------------------

GL_EXT_texture_filter_anisotropic: OK
----------------------------------

GL_EXT_texture_integer: OK
-----------------------
glClearColorIiEXT: OK
glClearColorIuiEXT: OK
glGetTexParameterIivEXT: OK
glGetTexParameterIuivEXT: OK
glTexParameterIivEXT: OK
glTexParameterIuivEXT: OK

GL_EXT_texture_lod_bias: OK
------------------------

GL_EXT_texture_mirror_clamp: OK
----------------------------

GL_EXT_texture_object: OK
----------------------
glAreTexturesResidentEXT: OK
glBindTextureEXT: OK
glDeleteTexturesEXT: OK
glGenTexturesEXT: OK
glIsTextureEXT: OK
glPrioritizeTexturesEXT: OK

GL_EXT_texture_perturb_normal: MISSING
------------------------------
glTextureNormalEXT: MISSING

GL_EXT_texture_rectangle: MISSING
-------------------------

GL_EXT_texture_sRGB: OK
--------------------

GL_EXT_texture_shared_exponent: OK
-------------------------------

GL_EXT_timer_query: OK
-------------------
glGetQueryObjecti64vEXT: OK
glGetQueryObjectui64vEXT: OK

GL_EXT_vertex_array: OK
--------------------
glArrayElementEXT: OK
glColorPointerEXT: OK
glDrawArraysEXT: OK
glEdgeFlagPointerEXT: OK
glGetPointervEXT: OK
glIndexPointerEXT: OK
glNormalPointerEXT: OK
glTexCoordPointerEXT: OK
glVertexPointerEXT: OK

GL_EXT_vertex_shader: MISSING
---------------------
glBeginVertexShaderEXT: MISSING
glBindLightParameterEXT: MISSING
glBindMaterialParameterEXT: MISSING
glBindParameterEXT: MISSING
glBindTexGenParameterEXT: MISSING
glBindTextureUnitParameterEXT: MISSING
glBindVertexShaderEXT: MISSING
glDeleteVertexShaderEXT: MISSING
glDisableVariantClientStateEXT: MISSING
glEnableVariantClientStateEXT: MISSING
glEndVertexShaderEXT: MISSING
glExtractComponentEXT: MISSING
glGenSymbolsEXT: MISSING
glGenVertexShadersEXT: MISSING
glGetInvariantBooleanvEXT: MISSING
glGetInvariantFloatvEXT: MISSING
glGetInvariantIntegervEXT: MISSING
glGetLocalConstantBooleanvEXT: MISSING
glGetLocalConstantFloatvEXT: MISSING
glGetLocalConstantIntegervEXT: MISSING
glGetVariantBooleanvEXT: MISSING
glGetVariantFloatvEXT: MISSING
glGetVariantIntegervEXT: MISSING
glGetVariantPointervEXT: MISSING
glInsertComponentEXT: MISSING
glIsVariantEnabledEXT: MISSING
glSetInvariantEXT: MISSING
glSetLocalConstantEXT: MISSING
glShaderOp1EXT: MISSING
glShaderOp2EXT: MISSING
glShaderOp3EXT: MISSING
glSwizzleEXT: MISSING
glVariantPointerEXT: MISSING
glVariantbvEXT: MISSING
glVariantdvEXT: MISSING
glVariantfvEXT: MISSING
glVariantivEXT: MISSING
glVariantsvEXT: MISSING
glVariantubvEXT: MISSING
glVariantuivEXT: MISSING
glVariantusvEXT: MISSING
glWriteMaskEXT: MISSING

GL_EXT_vertex_weighting: MISSING
------------------------
glVertexWeightPointerEXT: MISSING
glVertexWeightfEXT: MISSING
glVertexWeightfvEXT: MISSING

GL_GREMEDY_frame_terminator: MISSING
----------------------------
glFrameTerminatorGREMEDY: MISSING

GL_GREMEDY_string_marker: MISSING
-------------------------
glStringMarkerGREMEDY: MISSING

GL_HP_convolution_border_modes: MISSING
-------------------------------

GL_HP_image_transform: MISSING
----------------------
glGetImageTransformParameterfvHP: MISSING
glGetImageTransformParameterivHP: MISSING
glImageTransformParameterfHP: MISSING
glImageTransformParameterfvHP: MISSING
glImageTransformParameteriHP: MISSING
glImageTransformParameterivHP: MISSING

GL_HP_occlusion_test: MISSING
---------------------

GL_HP_texture_lighting: MISSING
-----------------------

GL_IBM_cull_vertex: MISSING
-------------------

GL_IBM_multimode_draw_arrays: MISSING
-----------------------------
glMultiModeDrawArraysIBM: MISSING
glMultiModeDrawElementsIBM: MISSING

GL_IBM_rasterpos_clip: OK
----------------------

GL_IBM_static_data: MISSING
-------------------

GL_IBM_texture_mirrored_repeat: OK
-------------------------------

GL_IBM_vertex_array_lists: MISSING
--------------------------
glColorPointerListIBM: MISSING
glEdgeFlagPointerListIBM: MISSING
glFogCoordPointerListIBM: MISSING
glIndexPointerListIBM: MISSING
glNormalPointerListIBM: MISSING
glSecondaryColorPointerListIBM: MISSING
glTexCoordPointerListIBM: MISSING
glVertexPointerListIBM: MISSING

GL_INGR_color_clamp: MISSING
--------------------

GL_INGR_interlace_read: MISSING
-----------------------

GL_INTEL_parallel_arrays: MISSING
-------------------------
glColorPointervINTEL: MISSING
glNormalPointervINTEL: MISSING
glTexCoordPointervINTEL: MISSING
glVertexPointervINTEL: MISSING

GL_INTEL_texture_scissor: MISSING
-------------------------
glTexScissorFuncINTEL: MISSING
glTexScissorINTEL: MISSING

GL_KTX_buffer_region: MISSING [OK]
---------------------
glBufferRegionEnabledEXT: MISSING
glDeleteBufferRegionEXT: MISSING
glDrawBufferRegionEXT: MISSING
glNewBufferRegionEXT: MISSING
glReadBufferRegionEXT: MISSING

GL_MESAX_texture_stack: MISSING
-----------------------

GL_MESA_pack_invert: MISSING
--------------------

GL_MESA_resize_buffers: MISSING
-----------------------
glResizeBuffersMESA: MISSING

GL_MESA_window_pos: MISSING
-------------------
glWindowPos2dMESA: MISSING
glWindowPos2dvMESA: MISSING
glWindowPos2fMESA: MISSING
glWindowPos2fvMESA: MISSING
glWindowPos2iMESA: MISSING
glWindowPos2ivMESA: MISSING
glWindowPos2sMESA: MISSING
glWindowPos2svMESA: MISSING
glWindowPos3dMESA: MISSING
glWindowPos3dvMESA: MISSING
glWindowPos3fMESA: MISSING
glWindowPos3fvMESA: MISSING
glWindowPos3iMESA: MISSING
glWindowPos3ivMESA: MISSING
glWindowPos3sMESA: MISSING
glWindowPos3svMESA: MISSING
glWindowPos4dMESA: MISSING
glWindowPos4dvMESA: MISSING
glWindowPos4fMESA: MISSING
glWindowPos4fvMESA: MISSING
glWindowPos4iMESA: MISSING
glWindowPos4ivMESA: MISSING
glWindowPos4sMESA: MISSING
glWindowPos4svMESA: MISSING

GL_MESA_ycbcr_texture: MISSING
----------------------

GL_NV_blend_square: OK
-------------------

GL_NV_copy_depth_to_color: OK
--------------------------

GL_NV_depth_buffer_float: OK
-------------------------
glClearDepthdNV: OK
glDepthBoundsdNV: OK
glDepthRangedNV: OK

GL_NV_depth_clamp: OK
------------------

GL_NV_depth_range_unclamped: MISSING
----------------------------

GL_NV_evaluators: MISSING
-----------------
glEvalMapsNV: MISSING
glGetMapAttribParameterfvNV: MISSING
glGetMapAttribParameterivNV: MISSING
glGetMapControlPointsNV: MISSING
glGetMapParameterfvNV: MISSING
glGetMapParameterivNV: MISSING
glMapControlPointsNV: MISSING
glMapParameterfvNV: MISSING
glMapParameterivNV: MISSING

GL_NV_fence: OK
------------
glDeleteFencesNV: OK
glFinishFenceNV: OK
glGenFencesNV: OK
glGetFenceivNV: OK
glIsFenceNV: OK
glSetFenceNV: OK
glTestFenceNV: OK

GL_NV_float_buffer: OK
-------------------

GL_NV_fog_distance: OK
-------------------

GL_NV_fragment_program: OK
-----------------------
glGetProgramNamedParameterdvNV: OK
glGetProgramNamedParameterfvNV: OK
glProgramNamedParameter4dNV: OK
glProgramNamedParameter4dvNV: OK
glProgramNamedParameter4fNV: OK
glProgramNamedParameter4fvNV: OK

GL_NV_fragment_program2: OK
------------------------

GL_NV_fragment_program4: MISSING
------------------------

GL_NV_fragment_program_option: OK
------------------------------

GL_NV_framebuffer_multisample_coverage: OK
---------------------------------------
glRenderbufferStorageMultisampleCoverageNV: OK

GL_NV_geometry_program4: OK [MISSING]
------------------------
glProgramVertexLimitNV: OK

GL_NV_geometry_shader4: OK
-----------------------

GL_NV_gpu_program4: OK
-------------------
glProgramEnvParameterI4iNV: OK
glProgramEnvParameterI4ivNV: OK
glProgramEnvParameterI4uiNV: OK
glProgramEnvParameterI4uivNV: OK
glProgramEnvParametersI4ivNV: OK
glProgramEnvParametersI4uivNV: OK
glProgramLocalParameterI4iNV: OK
glProgramLocalParameterI4ivNV: OK
glProgramLocalParameterI4uiNV: OK
glProgramLocalParameterI4uivNV: OK
glProgramLocalParametersI4ivNV: OK
glProgramLocalParametersI4uivNV: OK

GL_NV_half_float: MISSING [OK]
-----------------
glColor3hNV: OK
glColor3hvNV: OK
glColor4hNV: OK
glColor4hvNV: OK
glFogCoordhNV: OK
glFogCoordhvNV: OK
glMultiTexCoord1hNV: OK
glMultiTexCoord1hvNV: OK
glMultiTexCoord2hNV: OK
glMultiTexCoord2hvNV: OK
glMultiTexCoord3hNV: OK
glMultiTexCoord3hvNV: OK
glMultiTexCoord4hNV: OK
glMultiTexCoord4hvNV: OK
glNormal3hNV: OK
glNormal3hvNV: OK
glSecondaryColor3hNV: OK
glSecondaryColor3hvNV: OK
glTexCoord1hNV: OK
glTexCoord1hvNV: OK
glTexCoord2hNV: OK
glTexCoord2hvNV: OK
glTexCoord3hNV: OK
glTexCoord3hvNV: OK
glTexCoord4hNV: OK
glTexCoord4hvNV: OK
glVertex2hNV: OK
glVertex2hvNV: OK
glVertex3hNV: OK
glVertex3hvNV: OK
glVertex4hNV: OK
glVertex4hvNV: OK
glVertexAttrib1hNV: OK
glVertexAttrib1hvNV: OK
glVertexAttrib2hNV: OK
glVertexAttrib2hvNV: OK
glVertexAttrib3hNV: OK
glVertexAttrib3hvNV: OK
glVertexAttrib4hNV: OK
glVertexAttrib4hvNV: OK
glVertexAttribs1hvNV: OK
glVertexAttribs2hvNV: OK
glVertexAttribs3hvNV: OK
glVertexAttribs4hvNV: OK
glVertexWeighthNV: MISSING
glVertexWeighthvNV: MISSING

GL_NV_light_max_exponent: OK
-------------------------

GL_NV_multisample_filter_hint: OK
------------------------------

GL_NV_occlusion_query: OK
----------------------
glBeginOcclusionQueryNV: OK
glDeleteOcclusionQueriesNV: OK
glEndOcclusionQueryNV: OK
glGenOcclusionQueriesNV: OK
glGetOcclusionQueryivNV: OK
glGetOcclusionQueryuivNV: OK
glIsOcclusionQueryNV: OK

GL_NV_packed_depth_stencil: OK
---------------------------

GL_NV_parameter_buffer_object: OK
------------------------------
glProgramBufferParametersIivNV: OK
glProgramBufferParametersIuivNV: OK
glProgramBufferParametersfvNV: OK

GL_NV_pixel_data_range: OK
-----------------------
glFlushPixelDataRangeNV: OK
glPixelDataRangeNV: OK

GL_NV_point_sprite: OK
-------------------
glPointParameteriNV: OK
glPointParameterivNV: OK

GL_NV_primitive_restart: OK
------------------------
glPrimitiveRestartIndexNV: OK
glPrimitiveRestartNV: OK

GL_NV_register_combiners: OK
-------------------------
glCombinerInputNV: OK
glCombinerOutputNV: OK
glCombinerParameterfNV: OK
glCombinerParameterfvNV: OK
glCombinerParameteriNV: OK
glCombinerParameterivNV: OK
glFinalCombinerInputNV: OK
glGetCombinerInputParameterfvNV: OK
glGetCombinerInputParameterivNV: OK
glGetCombinerOutputParameterfvNV: OK
glGetCombinerOutputParameterivNV: OK
glGetFinalCombinerInputParameterfvNV: OK
glGetFinalCombinerInputParameterivNV: OK

GL_NV_register_combiners2: OK
--------------------------
glCombinerStageParameterfvNV: OK
glGetCombinerStageParameterfvNV: OK

GL_NV_texgen_emboss: MISSING
--------------------

GL_NV_texgen_reflection: OK
------------------------

GL_NV_texture_compression_vtc: OK
------------------------------

GL_NV_texture_env_combine4: OK
---------------------------

GL_NV_texture_expand_normal: OK
----------------------------

GL_NV_texture_rectangle: OK
------------------------

GL_NV_texture_shader: OK
---------------------

GL_NV_texture_shader2: OK
----------------------

GL_NV_texture_shader3: OK
----------------------

GL_NV_transform_feedback: OK
-------------------------
glActiveVaryingNV: OK
glBeginTransformFeedbackNV: OK
glBindBufferBaseNV: OK
glBindBufferOffsetNV: OK
glBindBufferRangeNV: OK
glEndTransformFeedbackNV: OK
glGetActiveVaryingNV: OK
glGetTransformFeedbackVaryingNV: OK
glGetVaryingLocationNV: OK
glTransformFeedbackAttribsNV: OK
glTransformFeedbackVaryingsNV: OK

GL_NV_vertex_array_range: OK
-------------------------
glFlushVertexArrayRangeNV: OK
glVertexArrayRangeNV: OK

GL_NV_vertex_array_range2: OK
--------------------------

GL_NV_vertex_program: OK
---------------------
glAreProgramsResidentNV: OK
glBindProgramNV: OK
glDeleteProgramsNV: OK
glExecuteProgramNV: OK
glGenProgramsNV: OK
glGetProgramParameterdvNV: OK
glGetProgramParameterfvNV: OK
glGetProgramStringNV: OK
glGetProgramivNV: OK
glGetTrackMatrixivNV: OK
glGetVertexAttribPointervNV: OK
glGetVertexAttribdvNV: OK
glGetVertexAttribfvNV: OK
glGetVertexAttribivNV: OK
glIsProgramNV: OK
glLoadProgramNV: OK
glProgramParameter4dNV: OK
glProgramParameter4dvNV: OK
glProgramParameter4fNV: OK
glProgramParameter4fvNV: OK
glProgramParameters4dvNV: OK
glProgramParameters4fvNV: OK
glRequestResidentProgramsNV: OK
glTrackMatrixNV: OK
glVertexAttrib1dNV: OK
glVertexAttrib1dvNV: OK
glVertexAttrib1fNV: OK
glVertexAttrib1fvNV: OK
glVertexAttrib1sNV: OK
glVertexAttrib1svNV: OK
glVertexAttrib2dNV: OK
glVertexAttrib2dvNV: OK
glVertexAttrib2fNV: OK
glVertexAttrib2fvNV: OK
glVertexAttrib2sNV: OK
glVertexAttrib2svNV: OK
glVertexAttrib3dNV: OK
glVertexAttrib3dvNV: OK
glVertexAttrib3fNV: OK
glVertexAttrib3fvNV: OK
glVertexAttrib3sNV: OK
glVertexAttrib3svNV: OK
glVertexAttrib4dNV: OK
glVertexAttrib4dvNV: OK
glVertexAttrib4fNV: OK
glVertexAttrib4fvNV: OK
glVertexAttrib4sNV: OK
glVertexAttrib4svNV: OK
glVertexAttrib4ubNV: OK
glVertexAttrib4ubvNV: OK
glVertexAttribPointerNV: OK
glVertexAttribs1dvNV: OK
glVertexAttribs1fvNV: OK
glVertexAttribs1svNV: OK
glVertexAttribs2dvNV: OK
glVertexAttribs2fvNV: OK
glVertexAttribs2svNV: OK
glVertexAttribs3dvNV: OK
glVertexAttribs3fvNV: OK
glVertexAttribs3svNV: OK
glVertexAttribs4dvNV: OK
glVertexAttribs4fvNV: OK
glVertexAttribs4svNV: OK
glVertexAttribs4ubvNV: OK

GL_NV_vertex_program1_1: OK
------------------------

GL_NV_vertex_program2: OK
----------------------

GL_NV_vertex_program2_option: OK
-----------------------------

GL_NV_vertex_program3: OK
----------------------

GL_NV_vertex_program4: MISSING
----------------------

GL_OES_byte_coordinates: MISSING
------------------------

GL_OES_compressed_paletted_texture: MISSING
-----------------------------------

GL_OES_read_format: MISSING
-------------------

GL_OES_single_precision: MISSING
------------------------
glClearDepthfOES: MISSING
glClipPlanefOES: MISSING
glDepthRangefOES: MISSING
glFrustumfOES: MISSING
glGetClipPlanefOES: MISSING
glOrthofOES: MISSING

GL_OML_interlace: MISSING
-----------------

GL_OML_resample: MISSING
----------------

GL_OML_subsample: MISSING
-----------------

GL_PGI_misc_hints: MISSING
------------------

GL_PGI_vertex_hints: MISSING
--------------------

GL_REND_screen_coordinates: MISSING
---------------------------

GL_S3_s3tc: OK
-----------

GL_SGIS_color_range: MISSING
--------------------

GL_SGIS_detail_texture: MISSING
-----------------------
glDetailTexFuncSGIS: MISSING
glGetDetailTexFuncSGIS: MISSING

GL_SGIS_fog_function: MISSING
---------------------
glFogFuncSGIS: MISSING
glGetFogFuncSGIS: MISSING

GL_SGIS_generate_mipmap: OK
------------------------

GL_SGIS_multisample: MISSING
--------------------
glSampleMaskSGIS: MISSING
glSamplePatternSGIS: MISSING

GL_SGIS_pixel_texture: MISSING
----------------------

GL_SGIS_sharpen_texture: MISSING
------------------------
glGetSharpenTexFuncSGIS: MISSING
glSharpenTexFuncSGIS: MISSING

GL_SGIS_texture4D: MISSING
------------------
glTexImage4DSGIS: MISSING
glTexSubImage4DSGIS: MISSING

GL_SGIS_texture_border_clamp: MISSING
-----------------------------

GL_SGIS_texture_edge_clamp: MISSING
---------------------------

GL_SGIS_texture_filter4: MISSING
------------------------
glGetTexFilterFuncSGIS: MISSING
glTexFilterFuncSGIS: MISSING

GL_SGIS_texture_lod: OK
--------------------

GL_SGIS_texture_select: MISSING
-----------------------

GL_SGIX_async: MISSING
--------------
glAsyncMarkerSGIX: MISSING
glDeleteAsyncMarkersSGIX: MISSING
glFinishAsyncSGIX: MISSING
glGenAsyncMarkersSGIX: MISSING
glIsAsyncMarkerSGIX: MISSING
glPollAsyncSGIX: MISSING

GL_SGIX_async_histogram: MISSING
------------------------

GL_SGIX_async_pixel: MISSING
--------------------

GL_SGIX_blend_alpha_minmax: MISSING
---------------------------

GL_SGIX_clipmap: MISSING
----------------

GL_SGIX_depth_texture: OK
----------------------

GL_SGIX_flush_raster: MISSING
---------------------
glFlushRasterSGIX: MISSING

GL_SGIX_fog_offset: MISSING
-------------------

GL_SGIX_fog_texture: MISSING
--------------------
glTextureFogSGIX: MISSING

GL_SGIX_fragment_specular_lighting: MISSING
-----------------------------------
glFragmentColorMaterialSGIX: MISSING
glFragmentLightModelfSGIX: MISSING
glFragmentLightModelfvSGIX: MISSING
glFragmentLightModeliSGIX: MISSING
glFragmentLightModelivSGIX: MISSING
glFragmentLightfSGIX: MISSING
glFragmentLightfvSGIX: MISSING
glFragmentLightiSGIX: MISSING
glFragmentLightivSGIX: MISSING
glFragmentMaterialfSGIX: MISSING
glFragmentMaterialfvSGIX: MISSING
glFragmentMaterialiSGIX: MISSING
glFragmentMaterialivSGIX: MISSING
glGetFragmentLightfvSGIX: MISSING
glGetFragmentLightivSGIX: MISSING
glGetFragmentMaterialfvSGIX: MISSING
glGetFragmentMaterialivSGIX: MISSING

GL_SGIX_framezoom: MISSING
------------------
glFrameZoomSGIX: MISSING

GL_SGIX_interlace: MISSING
------------------

GL_SGIX_ir_instrument1: MISSING
-----------------------

GL_SGIX_list_priority: MISSING
----------------------

GL_SGIX_pixel_texture: MISSING
----------------------
glPixelTexGenSGIX: MISSING

GL_SGIX_pixel_texture_bits: MISSING
---------------------------

GL_SGIX_reference_plane: MISSING
------------------------
glReferencePlaneSGIX: MISSING

GL_SGIX_resample: MISSING
-----------------

GL_SGIX_shadow: OK
---------------

GL_SGIX_shadow_ambient: MISSING
-----------------------

GL_SGIX_sprite: MISSING
---------------
glSpriteParameterfSGIX: MISSING
glSpriteParameterfvSGIX: MISSING
glSpriteParameteriSGIX: MISSING
glSpriteParameterivSGIX: MISSING

GL_SGIX_tag_sample_buffer: MISSING
--------------------------
glTagSampleBufferSGIX: MISSING

GL_SGIX_texture_add_env: MISSING
------------------------

GL_SGIX_texture_coordinate_clamp: MISSING
---------------------------------

GL_SGIX_texture_lod_bias: MISSING
-------------------------

GL_SGIX_texture_multi_buffer: MISSING
-----------------------------

GL_SGIX_texture_range: MISSING
----------------------

GL_SGIX_texture_scale_bias: MISSING
---------------------------

GL_SGIX_vertex_preclip: MISSING
-----------------------

GL_SGIX_vertex_preclip_hint: MISSING
----------------------------

GL_SGIX_ycrcb: MISSING
--------------

GL_SGI_color_matrix: MISSING
--------------------

GL_SGI_color_table: MISSING
-------------------
glColorTableParameterfvSGI: MISSING
glColorTableParameterivSGI: MISSING
glColorTableSGI: MISSING
glCopyColorTableSGI: MISSING
glGetColorTableParameterfvSGI: MISSING
glGetColorTableParameterivSGI: MISSING
glGetColorTableSGI: MISSING

GL_SGI_texture_color_table: MISSING
---------------------------

GL_SUNX_constant_data: MISSING
----------------------
glFinishTextureSUNX: MISSING

GL_SUN_convolution_border_modes: MISSING
--------------------------------

GL_SUN_global_alpha: MISSING
--------------------
glGlobalAlphaFactorbSUN: MISSING
glGlobalAlphaFactordSUN: MISSING
glGlobalAlphaFactorfSUN: MISSING
glGlobalAlphaFactoriSUN: MISSING
glGlobalAlphaFactorsSUN: MISSING
glGlobalAlphaFactorubSUN: MISSING
glGlobalAlphaFactoruiSUN: MISSING
glGlobalAlphaFactorusSUN: MISSING

GL_SUN_mesh_array: MISSING
------------------

GL_SUN_read_video_pixels: MISSING
-------------------------
glReadVideoPixelsSUN: MISSING

GL_SUN_slice_accum: OK
-------------------

GL_SUN_triangle_list: MISSING
---------------------
glReplacementCodePointerSUN: MISSING
glReplacementCodeubSUN: MISSING
glReplacementCodeubvSUN: MISSING
glReplacementCodeuiSUN: MISSING
glReplacementCodeuivSUN: MISSING
glReplacementCodeusSUN: MISSING
glReplacementCodeusvSUN: MISSING

GL_SUN_vertex: MISSING
--------------
glColor3fVertex3fSUN: MISSING
glColor3fVertex3fvSUN: MISSING
glColor4fNormal3fVertex3fSUN: MISSING
glColor4fNormal3fVertex3fvSUN: MISSING
glColor4ubVertex2fSUN: MISSING
glColor4ubVertex2fvSUN: MISSING
glColor4ubVertex3fSUN: MISSING
glColor4ubVertex3fvSUN: MISSING
glNormal3fVertex3fSUN: MISSING
glNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiColor3fVertex3fSUN: MISSING
glReplacementCodeuiColor3fVertex3fvSUN: MISSING
glReplacementCodeuiColor4fNormal3fVertex3fSUN: MISSING
glReplacementCodeuiColor4fNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiColor4ubVertex3fSUN: MISSING
glReplacementCodeuiColor4ubVertex3fvSUN: MISSING
glReplacementCodeuiNormal3fVertex3fSUN: MISSING
glReplacementCodeuiNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN: MISSING
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN: MISSING
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN: MISSING
glReplacementCodeuiTexCoord2fVertex3fSUN: MISSING
glReplacementCodeuiTexCoord2fVertex3fvSUN: MISSING
glReplacementCodeuiVertex3fSUN: MISSING
glReplacementCodeuiVertex3fvSUN: MISSING
glTexCoord2fColor3fVertex3fSUN: MISSING
glTexCoord2fColor3fVertex3fvSUN: MISSING
glTexCoord2fColor4fNormal3fVertex3fSUN: MISSING
glTexCoord2fColor4fNormal3fVertex3fvSUN: MISSING
glTexCoord2fColor4ubVertex3fSUN: MISSING
glTexCoord2fColor4ubVertex3fvSUN: MISSING
glTexCoord2fNormal3fVertex3fSUN: MISSING
glTexCoord2fNormal3fVertex3fvSUN: MISSING
glTexCoord2fVertex3fSUN: MISSING
glTexCoord2fVertex3fvSUN: MISSING
glTexCoord4fColor4fNormal3fVertex4fSUN: MISSING
glTexCoord4fColor4fNormal3fVertex4fvSUN: MISSING
glTexCoord4fVertex4fSUN: MISSING
glTexCoord4fVertex4fvSUN: MISSING

GL_WIN_phong_shading: MISSING
---------------------

GL_WIN_specular_fog: MISSING
--------------------

GL_WIN_swap_hint: OK
-----------------
glAddSwapHintRectWIN: OK

WGL_3DFX_multisample: MISSING
---------------------

WGL_3DL_stereo_control: MISSING
-----------------------
wglSetStereoEmitterState3DL: MISSING

WGL_ARB_buffer_region: OK
----------------------
wglCreateBufferRegionARB: OK
wglDeleteBufferRegionARB: OK
wglRestoreBufferRegionARB: OK
wglSaveBufferRegionARB: OK

WGL_ARB_extensions_string: OK
--------------------------
wglGetExtensionsStringARB: OK

WGL_ARB_make_current_read: OK
--------------------------
wglGetCurrentReadDCARB: OK
wglMakeContextCurrentARB: OK

WGL_ARB_multisample: OK
--------------------

WGL_ARB_pbuffer: OK
----------------
wglCreatePbufferARB: OK
wglDestroyPbufferARB: OK
wglGetPbufferDCARB: OK
wglQueryPbufferARB: OK
wglReleasePbufferDCARB: OK

WGL_ARB_pixel_format: OK
---------------------
wglChoosePixelFormatARB: OK
wglGetPixelFormatAttribfvARB: OK
wglGetPixelFormatAttribivARB: OK

WGL_ARB_pixel_format_float: OK
---------------------------

WGL_ARB_render_texture: OK
-----------------------
wglBindTexImageARB: OK
wglReleaseTexImageARB: OK
wglSetPbufferAttribARB: OK

WGL_ATI_pixel_format_float: OK
---------------------------

WGL_ATI_render_texture_rectangle: MISSING
---------------------------------

WGL_EXT_depth_float: MISSING
--------------------

WGL_EXT_display_color_table: MISSING
----------------------------
wglBindDisplayColorTableEXT: MISSING
wglCreateDisplayColorTableEXT: MISSING
wglDestroyDisplayColorTableEXT: MISSING
wglLoadDisplayColorTableEXT: MISSING

WGL_EXT_extensions_string: OK
--------------------------
wglGetExtensionsStringEXT: OK

WGL_EXT_framebuffer_sRGB: OK
-------------------------

WGL_EXT_make_current_read: MISSING
--------------------------
wglGetCurrentReadDCEXT: MISSING
wglMakeContextCurrentEXT: MISSING

WGL_EXT_multisample: MISSING
--------------------

WGL_EXT_pbuffer: MISSING
----------------
wglCreatePbufferEXT: MISSING
wglDestroyPbufferEXT: MISSING
wglGetPbufferDCEXT: MISSING
wglQueryPbufferEXT: MISSING
wglReleasePbufferDCEXT: MISSING

WGL_EXT_pixel_format: MISSING
---------------------
wglChoosePixelFormatEXT: MISSING
wglGetPixelFormatAttribfvEXT: MISSING
wglGetPixelFormatAttribivEXT: MISSING

WGL_EXT_pixel_format_packed_float: OK
----------------------------------

WGL_EXT_swap_control: OK
---------------------
wglGetSwapIntervalEXT: OK
wglSwapIntervalEXT: OK

WGL_I3D_digital_video_control: MISSING
------------------------------
wglGetDigitalVideoParametersI3D: MISSING
wglSetDigitalVideoParametersI3D: MISSING

WGL_I3D_gamma: MISSING
--------------
wglGetGammaTableI3D: MISSING
wglGetGammaTableParametersI3D: MISSING
wglSetGammaTableI3D: MISSING
wglSetGammaTableParametersI3D: MISSING

WGL_I3D_genlock: MISSING
----------------
wglDisableGenlockI3D: MISSING
wglEnableGenlockI3D: MISSING
wglGenlockSampleRateI3D: MISSING
wglGenlockSourceDelayI3D: MISSING
wglGenlockSourceEdgeI3D: MISSING
wglGenlockSourceI3D: MISSING
wglGetGenlockSampleRateI3D: MISSING
wglGetGenlockSourceDelayI3D: MISSING
wglGetGenlockSourceEdgeI3D: MISSING
wglGetGenlockSourceI3D: MISSING
wglIsEnabledGenlockI3D: MISSING
wglQueryGenlockMaxSourceDelayI3D: MISSING

WGL_I3D_image_buffer: MISSING
---------------------
wglAssociateImageBufferEventsI3D: MISSING
wglCreateImageBufferI3D: MISSING
wglDestroyImageBufferI3D: MISSING
wglReleaseImageBufferEventsI3D: MISSING

WGL_I3D_swap_frame_lock: MISSING
------------------------
wglDisableFrameLockI3D: MISSING
wglEnableFrameLockI3D: MISSING
wglIsEnabledFrameLockI3D: MISSING
wglQueryFrameLockMasterI3D: MISSING

WGL_I3D_swap_frame_usage: MISSING
-------------------------
wglBeginFrameTrackingI3D: MISSING
wglEndFrameTrackingI3D: MISSING
wglGetFrameUsageI3D: MISSING
wglQueryFrameTrackingI3D: MISSING

WGL_NV_float_buffer: OK
--------------------

WGL_NV_gpu_affinity: MISSING
--------------------
wglCreateAffinityDCNV: MISSING
wglDeleteDCNV: MISSING
wglEnumGpuDevicesNV: MISSING
wglEnumGpusFromAffinityDCNV: MISSING
wglEnumGpusNV: MISSING

WGL_NV_render_depth_texture: OK
----------------------------

WGL_NV_render_texture_rectangle: OK
--------------------------------

WGL_NV_vertex_array_range: OK [MISSING]
--------------------------
wglAllocateMemoryNV: OK
wglFreeMemoryNV: OK

WGL_OML_sync_control: MISSING
---------------------
wglGetMscRateOML: MISSING
wglGetSyncValuesOML: MISSING
wglSwapBuffersMscOML: MISSING
wglSwapLayerBuffersMscOML: MISSING
wglWaitForMscOML: MISSING
wglWaitForSbcOML: MISSING

Share this post


Link to post
Share on other sites
Quote:
Original post by V-man
You can try running my demo and see if it works
http://www.geocities.com/vmelkon/glass_delphi3d.html


It says the file is missing :(

EDIT: On the very off chance something was indeed backwards with the Shader code itself, I loaded it into render monkey which displayed it perfectly fine. So shader code isn't an issue at least.

Share this post


Link to post
Share on other sites
Quote:
Original post by Ehrys
Quote:
Original post by V-man
You can try running my demo and see if it works
http://www.geocities.com/vmelkon/glass_delphi3d.html


It says the file is missing :(

EDIT: On the very off chance something was indeed backwards with the Shader code itself, I loaded it into render monkey which displayed it perfectly fine. So shader code isn't an issue at least.


Sorry about that, try again.

Share this post


Link to post
Share on other sites
The application works fine. =)

Which means that the functions are definitely supported and that there's definitely an issue in my code somewhere ^.^

Anyhow, bed time now. Work soon :'(

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By iArtist93
      I'm trying to implement PBR into my simple OpenGL renderer and trying to use multiple lighting passes, I'm using one pass per light for rendering as follow:
      1- First pass = depth
      2- Second pass = ambient
      3- [3 .. n] for all the lights in the scene.
      I'm using the blending function glBlendFunc(GL_ONE, GL_ONE) for passes [3..n], and i'm doing a Gamma Correction at the end of each fragment shader.
      But i still have a problem with the output image it just looks noisy specially when i'm using texture maps.
      Is there anything wrong with those steps or is there any improvement to this process?
    • By babaliaris
      Hello Everyone!
      I'm learning openGL, and currently i'm making a simple 2D game engine to test what I've learn so far.  In order to not say to much, i made a video in which i'm showing you the behavior of the rendering.
      Video: 
       
      What i was expecting to happen, was the player moving around. When i render only the player, he moves as i would expect. When i add a second Sprite object, instead of the Player, this new sprite object is moving and finally if i add a third Sprite object the third one is moving. And the weird think is that i'm transforming the Vertices of the Player so why the transformation is being applied somewhere else?
       
      Take a look at my code:
      Sprite Class
      (You mostly need to see the Constructor, the Render Method and the Move Method)
      #include "Brain.h" #include <glm/gtc/matrix_transform.hpp> #include <vector> struct Sprite::Implementation { //Position. struct pos pos; //Tag. std::string tag; //Texture. Texture *texture; //Model matrix. glm::mat4 model; //Vertex Array Object. VertexArray *vao; //Vertex Buffer Object. VertexBuffer *vbo; //Layout. VertexBufferLayout *layout; //Index Buffer Object. IndexBuffer *ibo; //Shader. Shader *program; //Brains. std::vector<Brain *> brains; //Deconstructor. ~Implementation(); }; Sprite::Sprite(std::string image_path, std::string tag, float x, float y) { //Create Pointer To Implementaion. m_Impl = new Implementation(); //Set the Position of the Sprite object. m_Impl->pos.x = x; m_Impl->pos.y = y; //Set the tag. m_Impl->tag = tag; //Create The Texture. m_Impl->texture = new Texture(image_path); //Initialize the model Matrix. m_Impl->model = glm::mat4(1.0f); //Get the Width and the Height of the Texture. int width = m_Impl->texture->GetWidth(); int height = m_Impl->texture->GetHeight(); //Create the Verticies. float verticies[] = { //Positions //Texture Coordinates. x, y, 0.0f, 0.0f, x + width, y, 1.0f, 0.0f, x + width, y + height, 1.0f, 1.0f, x, y + height, 0.0f, 1.0f }; //Create the Indicies. unsigned int indicies[] = { 0, 1, 2, 2, 3, 0 }; //Create Vertex Array. m_Impl->vao = new VertexArray(); //Create the Vertex Buffer. m_Impl->vbo = new VertexBuffer((void *)verticies, sizeof(verticies)); //Create The Layout. m_Impl->layout = new VertexBufferLayout(); m_Impl->layout->PushFloat(2); m_Impl->layout->PushFloat(2); m_Impl->vao->AddBuffer(m_Impl->vbo, m_Impl->layout); //Create the Index Buffer. m_Impl->ibo = new IndexBuffer(indicies, 6); //Create the new shader. m_Impl->program = new Shader("Shaders/SpriteShader.shader"); } //Render. void Sprite::Render(Window * window) { //Create the projection Matrix based on the current window width and height. glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f); //Set the MVP Uniform. m_Impl->program->setUniformMat4f("u_MVP", proj * m_Impl->model); //Run All The Brains (Scripts) of this game object (sprite). for (unsigned int i = 0; i < m_Impl->brains.size(); i++) { //Get Current Brain. Brain *brain = m_Impl->brains[i]; //Call the start function only once! if (brain->GetStart()) { brain->SetStart(false); brain->Start(); } //Call the update function every frame. brain->Update(); } //Render. window->GetRenderer()->Draw(m_Impl->vao, m_Impl->ibo, m_Impl->texture, m_Impl->program); } void Sprite::Move(float speed, bool left, bool right, bool up, bool down) { if (left) { m_Impl->pos.x -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(-speed, 0, 0)); } if (right) { m_Impl->pos.x += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(speed, 0, 0)); } if (up) { m_Impl->pos.y += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, speed, 0)); } if (down) { m_Impl->pos.y -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, -speed, 0)); } } void Sprite::AddBrain(Brain * brain) { //Push back the brain object. m_Impl->brains.push_back(brain); } pos *Sprite::GetPos() { return &m_Impl->pos; } std::string Sprite::GetTag() { return m_Impl->tag; } int Sprite::GetWidth() { return m_Impl->texture->GetWidth(); } int Sprite::GetHeight() { return m_Impl->texture->GetHeight(); } Sprite::~Sprite() { delete m_Impl; } //Implementation Deconstructor. Sprite::Implementation::~Implementation() { delete texture; delete vao; delete vbo; delete layout; delete ibo; delete program; }  
      Renderer Class
      #include "Renderer.h" #include "Error.h" Renderer::Renderer() { } Renderer::~Renderer() { } void Renderer::Draw(VertexArray * vao, IndexBuffer * ibo, Texture *texture, Shader * program) { vao->Bind(); ibo->Bind(); program->Bind(); if (texture != NULL) texture->Bind(); GLCall(glDrawElements(GL_TRIANGLES, ibo->GetCount(), GL_UNSIGNED_INT, NULL)); } void Renderer::Clear(float r, float g, float b) { GLCall(glClearColor(r, g, b, 1.0)); GLCall(glClear(GL_COLOR_BUFFER_BIT)); } void Renderer::Update(GLFWwindow *window) { /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); }  
      Shader Code
      #shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 t_TexCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP * aPos; t_TexCoord = aTexCoord; } #shader fragment #version 330 core out vec4 aColor; in vec2 t_TexCoord; uniform sampler2D u_Texture; void main() { aColor = texture(u_Texture, t_TexCoord); } Also i'm pretty sure that every time i'm hitting the up, down, left and right arrows on the keyboard, i'm changing the model Matrix of the Player and not the others.
       
      Window Class:
      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!