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About zimerman

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  1. OpenGL 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. OpenGL 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. antialiased FBOs

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

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

    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. ...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. OpenGL 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. OpenGL 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. OpenGL 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. OpenGL 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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