Ahh oh so it worked like i thought, and well this is the same as the frame buffer. When i draw to the standard frame buffer my code is working fine, but when i switch to a pbuffer the read is giving weird values. I call the same draw functions that I use when drawing to the frame buffer.
So the problem I am having is unquie to the pbuffer. I'll keep messing around with it, this is really slowing me down :\
Pbuffers and reading the depth?
Can you cut it down to a point where it's postable? If so I'll have a look at it when I have time.
Enigma
Enigma
It's too long to post as it is over many, many files. I'm working on solving this in a smaller test problem, and if possible I'll post that when i get to the point where I could use some testing/looking over on a non-ATI card.
Once again Enigma, thanks for your time.
And below is the effect i'm using for, the flare effect on the ships:
Once again Enigma, thanks for your time.
And below is the effect i'm using for, the flare effect on the ships:
Very cool screenshot skow! Got a few question for you off topic. I like the way you did the ort cloud in the BG as well as the stars. Models are cool too btw. Did you use GL_POINTS for stars with different sizes and how did you get the Cloud right? Is it a sky box or dome? Interesed in how your doing your enviornment stuff.
Vic
Vic
The enviroment is really easy to do.
For the nubula i just use a skybox. Domes are pointless unless you plan to animate the texture. The starts I just multitexture over a LARGE (2048x2048) over each panel of the skybox with additive blending. So for this effect i have 6 512x512's loaded and a 2048x2048 loaded.
The star texture is easy to randomly generate on the launch or just have a textre loaded.
For the nubula i just use a skybox. Domes are pointless unless you plan to animate the texture. The starts I just multitexture over a LARGE (2048x2048) over each panel of the skybox with additive blending. So for this effect i have 6 512x512's loaded and a 2048x2048 loaded.
The star texture is easy to randomly generate on the launch or just have a textre loaded.
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