18 years, 10 months ago
Highlights
The reason he creates a depth-renderbuffer and attatches it to the FBO in the article is so that OpenGL can perform depth-test on everything rendered there, just like it do…
18 years, 10 months ago
21 years ago
(This is a long post) I am developing a program that makes heavely use of Vertex and especially the programmable fragment shader. AT the start of the project GLSL was choosed as…
21 years, 8 months ago
Tried to pass on some vertex attributes to my shader programs but failed misserably, the function pointers to all glVertexAttrib* are set to NULL and thus I get a NULL poin…
21 years, 11 months ago
That is because how the depthbuffer is specified, 0 being the near clipplane and 1 the farplane, any value not in that range lacks meaning.Remember that the actual value stored…
21 years ago
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See all in DiscussionsThe reason he creates a depth-renderbuffer and attatches it to the FBO in the article is so that OpenGL can …
18 years, 10 months ago
That is because how the depthbuffer is specified, 0 being the near clipplane and 1 the farplane, any value not …
21 years ago
2) Im sure that the 2900MPixels/sec fillrate is with a "fragment pogram" that only consists of copying the interpolated colorvalue …
21 years, 1 month ago