Recent content by nirradi

  1. N

    MS-AA and fragment progs that use input depth values

    10x do you know if GLSL has something that supports these kinds of operations with depth values in MSAA?
  2. N

    MS-AA and fragment progs that use input depth values

    Hellos to everyone. Multisampling anti-aliasing rasterization is known to produce a number of samples within a fragment that differ in sub pixel location, and depth values, but have the same color values since only one fragment is passed on to be shaded in a fragment program for the entire...
  3. N

    multisampling and multipass fbos

    so how would one go about turning on multisampling for client owned fbos as opposed to the window-system-owned buffer? (i have no recollection of such an openGL api) 10x
  4. N

    awaking the cubemap catastrophe discussion

    Bob - wow, really? thats what those silly borders are for? I put it to you that borders are extinct - yet cubemaps persist (opegl es spec from april 2009) - so it was maybe intended - but apparently not very popular at the khronos groups, what say you? CouldntResist - i'm trying to cope with...
  5. N

    awaking the cubemap catastrophe discussion

    first, 10x for the replies Nick - when you say "You can do this in a shader" - are you telling me that game developers use tricks like this to overcome the HW setback? (i personally cant cause i'm not a shader-code guy) this would involve creating the textures differently - and might jepeordize...
  6. N

    awaking the cubemap catastrophe discussion

    I know i'm disturbing an old issue here but i see that the opengl spec (2009) persists in forcing implementations to choose one face of a cubemap according to the incoming vector (rx, ry, rz) - and continueing as if the texture was a regular 2d - well i don't need to explain - you guys know...
  7. N

    multisampling and multipass fbos

    Hello, i was wondering if applications tend to use these two effects at the same time - multisample buffer and rendering to textures - at this point i tend to believe that working hard to anti-alias the textures and then working hard again to use these textures and pass them through a...
  8. N

    shader texture calls with varying variables

    ok i'm relieved it makes sense :) ty
  9. N

    shader texture calls with varying variables

    thanx, thats what i suspected, but then that wouild mean that of the original texture was mipmapped with lod = 0.5 (texture is magnified) and the scale was say 64, then the scaled texture will always be minified. i'm not so sure if thats what is intended when scaling the texture coordinates -...
  10. N

    shader texture calls with varying variables

    hello, knowers of all things shady. please answer me this: a texture coordinate can be assigned into a varying variable in a vert. program and then used in the fragment program, when the fixed part of the pipeline calculates the level of detail, does it calculate it according to the...
  11. N

    what does alpha to coverage have to do with HW AA

    hi all I read in a couple of places how alpha to coverage is being done and how it masks the coverage with a new value - even a random one - to create a new coverage that in turn is averaged and ultimately drawn on screen my question is - where did the original coverage come from? is this...
  12. N

    opengl API trends (user clip planes, depth comparison...)

    AFAIK the color depth available today would make dithering have little to no effect on image quality - nonetheless i am looking for examples of APIs that have gone but might be needed again, and could NOT be done via shaders - if such a thing exists. dithering can be done in a shder, i am...
  13. N

    opengl API trends (user clip planes, depth comparison...)

    Hello mates, I'm trying to understand where the opengl es spec is going as far as cutting or adding opengl stuff like User Clip Planes and Texture - Depth Comparison. for example - in opengl 2.0 6 user clip planes must be supported, in opengles 1.1, one was supported, and in opengl es...
  14. N

    test application

    k thankx - seems anywhere i look, i always find references to Q3 i guess thats the way to go.
  15. N

    test application

    i failed to mention i work only on linux, and ideally on freewares. so far i've been trying to run nexuiz (which is q3-based) , but so far i ran into some difficulties with the shader programs in nexuiz, but thats the general direction... jawed - do all those you mentioned have opengl? and...
Back
Top