Hi, This is patch for native support R32F and G32R32F in OpenGL:
http://nadro.net46.net/Patches/irrlicht ... _ogl.patch
In first version OpenGL FP RTTs has got always GL_RGBA32F_ARB or GL_RGBA16F_ARB, so performance drop if You need only R32F or G32R32F channels...
Native R32F and G32R32F support in OpenGL
Native R32F and G32R32F support in OpenGL
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Excellent.
Couple of questions:
1. Is there FP texture support for DX9?
2. It would be nice to be able to query the driver as to what filtering is supported FP textures.
Couple of questions:
1. Is there FP texture support for DX9?
2. It would be nice to be able to query the driver as to what filtering is supported FP textures.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
1. Yes It's avaiable in Irrlicht rev 2398.sio2 wrote:Excellent.
Couple of questions:
1. Is there FP texture support for DX9?
2. It would be nice to be able to query the driver as to what filtering is supported FP textures.
2. This is very good idea, it will be very usefull for switching between hardware filtering and emulate filtering in shader.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Ah thanks Nadro nearly missed this. Will look into it soon.
EDIT:
A closer looks seems that you are not using the ARB versions anymore. Will this cause any compatibility problems?
Yes filtering, and blending support is now a concern that we have floating point render targets. We're going to need some robust way of handling these capabilities.2. It would be nice to be able to query the driver as to what filtering is supported FP textures.
Actually they are using GL_RGB32F_ARB and GL_RGB16F_ARB, but still bad...In first version OpenGL FP RTTs has got always GL_RGBA32F_ARB or GL_RGBA16F_ARB, so performance drop if You need only R32F or G32R32F channels...
EDIT:
A closer looks seems that you are not using the ARB versions anymore. Will this cause any compatibility problems?
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
I tested it on Radeon 4850 and Radeon 9550, with the latest version of catalyst and all works properly on both cards.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Patch applied.
NOTE: Irrlicht currently checks that "GL_ARB_texture_float" is defined before using floating point texture types. It works fine on my machine but I'm curious if people using OGL extensions only will have problems with this, should I check for ARB vs OGL 2.0 support and pick between the two types?
NOTE: Irrlicht currently checks that "GL_ARB_texture_float" is defined before using floating point texture types. It works fine on my machine but I'm curious if people using OGL extensions only will have problems with this, should I check for ARB vs OGL 2.0 support and pick between the two types?
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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Yes, unfortunately, we need to check for all possible extensions and use the proper define for each of them. There is usually no problem with default OGL usage, because we have our own glext.h and thus all symbols are dfined. But once someone uses a specific glext version (or none at all, e.g. by compiling without extension pointers) there are not all symbols defined anymore. I do check such things on Solaris machines usually, where I have a very restricted OpenGL version installed. But using old drivers without extension pointers will do the same job usually.