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About aerkis

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  1. Hi everyone, I try to make a 3D manipulator in OpenGL, which allows to apply basic transformations like translations, rotations and scaling (e.g. manipulators in 3ds max or Maya). I have already implemented the picking and a basic manipulator which works fine for translations in the XY plane (thanks to gluUnproject on the mouse coordinates) but when I make a rotation of the object, the manipulator doesn't work anymore (some problems of projection). In fact, I would like that the movement is constrained to the XY plane of the camera but I have no idea how it can be done (maybe with gluProject or with a ray technique ?). Anyone have an idea? Thanks by advance.
  2. aerkis

    GLSL & ATI

    In fact, the crash in the ATI drivers (in the host code, it's in a safe method but not in a GL call). The texture format is RGBA 32 bit (which is bind with glTexImage2D[color="#000000"](GL_TEXTURE_2D[color="#000000"], [color="#000080"]0[color="#000000"], GL_RGBA[color="#000000"],[color="#c0c0c0"] [color="#000000"]width[color="#000000"], [color="#000000"]height, [color="#000080"]0[color="#000000"], GL_RGBA, GL_UNSIGNED_BYTE[color="#000000"], data[color="#000000"]) and it works perfectly on NVidia cards). [color="#c0c0c0"]
  3. aerkis

    GLSL & ATI

    So the unique solution seems to wait for a new ATI drivers?
  4. aerkis

    GLSL & ATI

    No, If i try to remove "GL_ATI_shader_texture_lod", the code crash again.The strange thing is that it seems working at the beginning (The texture is drawing) but after a refresh, my application crash.
  5. aerkis

    GLSL & ATI

    Hello, I have a strange crash with a simple GLSL code when I try to use it on an ATI card (It works perfectly on NVidia cards) but I don't know why. Is there a particular thing to do for ATI cards? There is my GLSL code which try to get infos of the current texture in vertex shader. Vertex shader #extension GL_ATI_shader_texture_lod : enable uniform sampler2D tex; varying vec4 texColor; void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; texColor = texture2DLod(tex, gl_TexCoord[0].st, 0.0); } Fragment shader varying vec4 texColor; void main() { gl_FragColor = texColor; } With this simple test code, crash seems to be occured in ATI drivers (atioglxx.dll) however I have the last drivers. Is there anyone to have an idea to fix this problem? Thanks you by advance.
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