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  1. Actually I already use that line. It does not...

    Actually I already use that line. It does not help at all though.
  2. out vec4 color; //right there And no...

    out vec4 color; //right there


    And no shadermaker probably does not use a forward compatibility context.
  3. That is what my vec4 color; was for obviously,...

    That is what my vec4 color; was for obviously, and no shadermaker probably don't use a forward compatibility context
  4. The proprietary driver does not support floating...

    The proprietary driver does not support floating point. At least not in an OpenGL 3.2 context. The following code will produce black fragments:



    out vec4 color;

    void main() {
    ...
  5. AMD's GLSL compiler is really bad. It doesn't...

    AMD's GLSL compiler is really bad. It doesn't support floating point temporaries... I thought GPUs were for floating point operations. ;)
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