Recent content by Jallen

  1. J

    New HDR demo

    The blur render targets are getting converted to 8 bit (see RGBA16 in http://developer.nvidia.com/object/nv_ogl_texture_formats.html), try using RGBA16F.
  2. J

    Xbox gpu Nv2a

    Its definitely only capable of DirectX 8.1 level pixel shaders. Half-life 2 is still possible on the XBox because it doesn't require DirectX 9 level shaders, it has a DX8 rendering backend.
  3. J

    New raytraced shadows demo

    The light source doesn't show up on NVIDIA GPUs because the texture combine mode is set to modulate the primary color with the texture. NVIDIA's GLSL implementation aliases the primary color with generic vertex attribute 3, which contains the binormal in this app and the last value in this...
  4. J

    New raytraced shadows demo

    Been supported in NVIDIA drivers for quite a while: http://www.delphi3d.net/hardware/extsupport.php?extension=WGL_ARB_pixel_format How are you checking for support?
  5. J

    New raytraced shadows demo

    Yes, changing the pfd to include alpha bits makes it run correctly on my 6800. Doesn't work for me, my manually modified version does. I believe line 86 needs to get changed to this: initEntryPoints(hPFwnd, pfd); Changing that or the pfd fixes the problem for me.
  6. J

    New raytraced shadows demo

    Change line 59 in OpenGLApp.cpp to this: pf.alphaBits, 0, otherwise you won't get an alpha channel in the pixelformat.
  7. J

    Next cg release?

    Yes, Cg 1.3 will have support for the vp40 (NV_vertex_program3) and fp40 (NV_fragment_program2) profiles.
  8. J

    Probs. with ATI Rendermonkey ...

    There is a known issue with RenderMonkey 1.5 and the current public NVIDIA drivers. A fix for this problem will be available in a future driver. Developers participating in our registered developer program will get access to drivers with the fix before public release. See our developer site...
  9. J

    PS 3.0 position register

    Actually ps3.0 only provides the x,y screen position, not the z or 1/w. In OpenGL with ARB_fragment_program or GLSL you get all four values. From the DX9 docs:
  10. J

    New demo

    Try the 56.72 drivers.
  11. J

    OpenGL 1.5 specs available

    The OpenGL shading language is not part of OpenGL 1.5, they are optional ARB extensions.
  12. J

    New DX9 Demo/Benchmark

    It doesn't really use any DX9 hardware features, just uses the DX9 API. I believe it will even run on a GeForce 2.
  13. J

    New demo

    That error isn't caused by the shader, its caused by the cubemap issue I reported earlier.
  14. J

    New demo

    Humus, in OpenGLRenderer::uploadTexture (OpenGLRenderer.cpp) the demo calls glTexParameteri twice with a target of GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB which causes an INVALID_ENUM error. The correct target for these calls is GL_TEXTURE_CUBE_MAP_ARB.
  15. J

    Take a look at this graphics card and add your thoughts here

    That card is like a year old...
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