On 12 фев, 00:43, Devon Scott-Tunkin
wrote:
> You may want to check
> outhttp://www.opengl.org/wiki/GLSL_Uniform#Implementation_limits. You can
> check the uniform limits of your video card with
> glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, yourReturnVar)
Thanks for reference! Good point wh
Shader now is more compact.
The program below is working fine with radeon 5550
The program generate different GLSL Shockwave effect by randomizing
shader inputs.
http://bpaste.net/show/13632/
All thanks for support!
THE PROBLEM IS SOLVED by decreasing array elements at stage of
declaration in shader from 100 down to 20.
> On Feb 12, 1:09 am, Devon Scott-Tunkin wrote:
> Thehttp://bpaste.net/show/13617/is not the same because the glsl compiler
> will usually compile out (make inactive) all of your uniforms si
> > claudio
>
> after resampling to power of two (512 x 512) it passes that point, but seems
> that this test machine (vga = intel 945g ) don't supports the funcionality:
Hi Claudio.
You are right it requires OpenGl 2.0 HW support, sorry that i forgot
to mention this in the fist topic.
Probably it
On Feb 11, 10:37 pm, amdlintuxo wrote:
> Hi all.
>
> The strange is:
> The problem occurs with shaderhttp://bpaste.net/show/13616/
> even if i pass empty arrays into it (imax = 0), so actually shader
> should do any distortion work.
Sorry, misstype
= The strange is:
= The p
Hi all.
Strange sporadic screen blinking when using array uniform variables in
fragment shader.
Unfortunately i have only one HW config to test this(maybe the problem
is in my HW)
The strange is:
The problem occurs with shader
http://bpaste.net/show/13616/
even if i pass empty arrays into it (ima
Hi all.
Seems to be working fine now!
My two mistakes were:
1) in shader the "time" variable must get game time(loop time), and i
was sending the constant value which is wrong.
2) in shader the "center" variable must get the texture coordinate
[0,1], and i was sending the pixels sizes.
Working dirt
Hi all.
I am trying to implement the 2D Shockwave Post Processing Filter
(GLSL) using pyopengl.
The effect(shader) are available here
http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
As far as i understood this shader is kind of post-process, so in
order to
On Feb 5, 7:39 pm, Ian Mallett wrote:
> Hi,
>
> Have a look at the output; the minus one indicates an invalid index, invalid
> because the variable it points to does not exist in the shader. Although it
> doesn't on my machine, perhaps trying to pass the uniform to it causes some
> error.
>
> The
Sorry, problem was solved by excluding GLUT and it's call.
Cheers, Alex
Hi all.
I was trying to play with GLSL multi-texturing and as usual the
problems don't want stay far away from me.
Now i get problem with Texture units.
glActiveTexture(GL_TEXTURE1) cause failure, i can't get the reason
why.
If i use only glActiveTexture(GL_TEXTURE0) then it's is OK, but in
this
Hi Ian.
Thanks a lot for support, your inputs has resolved the problem!
Uniform variables are working as expected.
Now i may continue study shaders.
Cheers, Alex
On Jan 31, 1:08 am, Ian Mallett wrote:
> No, it wasn't. In your first code (http://bpaste.net/show/13357/), line
> 116, you call glGetUniformLocation, but glUseProgram was not called at that
> time. I see that you're calling it in your main loop, which is good, but
> the reason why you're not ge
Hi Ian.
> Your problem is that the shader is not bound (use something like
> glUseProgram(blah)) when you try to get the variable.
In all codes the command glUseProgram(program) was used. Without this
command the python interpreter break the script running at command
gl.glUniform3f
Just thinking c
Again me.
I adapted the tuto http://www.pygame.org/wiki/GLSLExample close to my
problem (just adding uniform variable into the shader and in python
program few string to establish connection shader uniform variable and
python program)
The code http://bpaste.net/show/13357/ return blank screen
gl.
Greetings all.
Yesterday i am starting to probe how shaders works. I have aim to
write shockwave effect using shader. I was using both tutorials to
understand how it works:
1) http://www.pygame.org/wiki/GLSL_ARB_Example?parent=GLSLExample
2) http://pyopengl.sourceforge.net/context/tutorials/shader
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