Color clamping on ATI

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3 comments, last by Garret 15 years, 9 months ago
Hi, I use glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, FALSE); glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, FALSE); glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE); to avoid color clamping, but this doesn't work on ATI GPUs (program crashes on the corresponding line). Which extensions should I use on ATI video cards? Thanks, Peter
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Is this again the same issue as this?
http://www.gamedev.net/community/forums/topic.asp?topic_id=502028
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
Actually, the extension is not supported on ATI, so I need an alternative one.
I'm not even sure what that extension is for (GL_ARB_color_buffer_float).
If you want non clamped values, don't use gl_Color in your shader. Just use your own varyings. Also, you are rendering to a floating point target, right?
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
Sure, I'm rendering in floating point rendering targets. The problem is that I should transmit values more than 1.0 from app to OpenGL, using glColor call

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