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About zimerman

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  1. zimerman

    Color doesn't change

    having enabled GL_DEPTH_TEST w/ depth function set to GL_LESS might prevent the text shadow from being overwritten...
  2. zimerman

    new-bie needs help

    glEnable( GL_DEPTH_TEST ); !?
  3. maybe just try: glewIsSupported( GL_ARB_vertex_shader ) && glewIsSupported( GL_ARB_fragment_shader ) cheers! zimerman
  4. hi owl, your enormous depth range (-100000..100000) kills the precision of the depth buffer. try to reduce the depth range to the real extents of your scene... regards zimerman
  5. zimerman

    antialiased FBOs

    afaik - there is no AA for depth buffers... ...what should be the meaning of interpolated depth values ??? cheers - zimerman
  6. zimerman

    FBOs, material, color

    maybe disable GL_TEXTURE_xD while rendering to the FBO, and disable GL_BLEND while using the triangle texture? cheers - zimerman
  7. zimerman

    writing to FBO

    a1: bind the fbo's texture attachement, not the fbo itself (which is impossible anyway) a2: don't r/w access fbos - use two fbos instead (double buffering)* *problem of r/w access: > fragment shader samples N fragments simultaneously (N := #fragment pipelines of you gpu) > assume frag(x) := tex (y) equals tex(x) := tex(y) for r/w access > guess result of tex(x) := tex(x-1) executed simultaneously for N = 1, N = 2, N = ... > guess result for (#frags/N) pipeline passes ordered at your gpu's choice... btw: there is a huge probability that your ICD stalls to software emulation (0.x fps)... - zimerman
  8. zimerman

    rendering RGBA images

    FBOs are RGBA-capable render targets...
  9. zimerman

    geforce 8 simulator

    Quote:Original post by phantom With NV, it's pretty much a given, they have very strong support for OGL... about the only feature I can think of from D3D9 which hasn't made it to OGL is instancing.[smile] what about EXT_draw_instanced?
  10. zimerman


    picking is a pure geometric function (rendering in GL_SELECT mode doesn't generate any fragments - see specs) - hence you'll get hit records even for fully transparent primitives... ...solution: skip transparent primitives while rendering in GL_SELECT mode or use some special names for them...
  11. zimerman

    Downsampling an FBO color buffer

    ...create mipmaps of the color buffer using glGenerateMipmapEXT(enum target)? ...won't work for transluent mipmaps, since GL(U)'s mimap generation uses constant-weighted sampling, not alpha-weightet sampling (c means rgba): GL: c = (c1 + c2 + c3 + c4) / 4 correct: c = (c1*a1 + c2*a2 + c3*a3 + c4*a4) / (a1+a2+a3+a4)
  12. zimerman

    The Great 2007 OGL Forum FAQ Update

    my suggestions: a) compact table of contents: 1. FAQ ... x. Resources x.1 Extension Libraries x.2 Related Libraries ... b) lift-up the Resources section, because it's the entry point for beginners c) link GLview: this tool lets you browse your card's extensions and links its official specifications (I love it!) ...best regards!
  13. zimerman

    opengl color matrix

    did a quick google look-up: http://oss.sgi.com/projects/performer/mail/info-performer/perf-03-12/0020.html ...Kalidor is right...sry for raising your hopes (never used w/ color matrices myself)... zimerman (wearing sackcloth & ashes) [Edited by - zimerman on October 24, 2006 11:17:33 AM]
  14. zimerman

    opengl color matrix

    OpenGL uses column major storage for matrices, so GLfloat color[16]={1,0,0,0, 1,0,0,0, 0,0,1,0, 0,0,0,1}; equals 1 1 0 0 0 0 0 0 0 0 1 0 0 0 0 1 try GLfloat color[16]={1,1,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1}; cheers zimerman
  15. zimerman

    opengl color matrix

    try (should copy red to green & keep the other three): 1 0 0 0 1 0 0 0 0 0 1 0 0 0 0 1 cheers zimerman
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