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happymonkey

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  1. I am in the process of implementing early ray termination using multipple interation. My colde is like this: glClearDepth(1.0); //Set all the depth to the maximum glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_dst, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _vol_buffer_tex_mult_depth, 0); glClear(GL_DEPTH_BUFFER_BIT); glDepthMask(GL_TRUE); glDepthFunc(GL_ALWAYS); ///////////////////////Shader to change the depth, draw a quad glBindFramebuffer(GL_FRAMEBUFFER, 0); I use: glClearDepth(1.0); glDepthFunc(GL_ALWAYS) to make the shader update the depth buffer. It works right. The problem I met is when I change glClearDepth(1.0) to glClearDepth(0.0), there is no display anymore. It seems that, at this case, the first part will fail in the depth test, why? I already used glDepthFunc(GL_ALWAYS) which should pass the test at anytime. Thanks for any hint.
  2. I am in the process of implementing early ray termination using multipple interation. My colde is like this: glClearDepth(1.0); //Set all the depth to the maximum glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_dst, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _vol_buffer_tex_mult_depth, 0); glClear(GL_DEPTH_BUFFER_BIT); glDepthMask(GL_TRUE); glDepthFunc(GL_ALWAYS); ///////////////////////Shader to change the depth, draw a quad glBindFramebuffer(GL_FRAMEBUFFER, 0); /////////////////////////////////////////////////// glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_dst, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _vol_buffer_tex_mult_depth, 0); glDepthMask(GL_FALSE); //Do not change the depth value glDepthFunc(GL_LEQUAL); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); /////////////////////Shader to change the color, draw a quad glBindFramebuffer(GL_FRAMEBUFFER, 0); I use: glClearDepth(1.0); glDepthFunc(GL_ALWAYS) to make the shader update the depth buffer. It works right. The problem I met is when I change glClearDepth(1.0) to glClearDepth(0.0), there is no display anymore. It seems that, at this case, the first part will fail in the depth test, why? I already used glDepthFunc(GL_ALWAYS) which should pass the test at anytime. Thanks for any hint.
  3. Thanks very much. I think I get the idea.
  4. To Brother Bob, Thanks for clarification. It is very helpful. For GL_SHORT, although it can store negative value, if these values are clamped, it will become meaningless, right? I just wonder whether there are some reasons for GL_SHORT's existence, or we can just leave it there for future support. GL_RGBA32F may cost too much memory for me. I try GL_RGB16I, but it output nothing. Is there something wrong about my usage. I use like this: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, _dim[0], _dim[1], 0, GL_RGB, GL_SHORT, _vel); Again, Thanks
  5. I have a question about the "type" parameters in function glTexImage2D. Since my original texture data is "short" and has negative value, I use Gl_SHORT first. But, it seems that the negative value in shader is clamped to zero. My solution is: first map the "short" to "unsigned short". Then, inside the shader, map the value back. This solution works. My question is: If GL_SHORT can only represent the value between [0, 32767] when the negative value is clamped, GL_UNSIGNED_SHORT with range [0, 65535] would be better choice at any cases, right? not just GL_SHORT but also GL_INT. Is there some way I can pass the negative value without mapping to positive into the shader? Thanks a lot.