RE: GL_ARB_FRAGMENT_PROGRAM vs CG_PROFILE_FP30
"Pat Brown \(OpenGL\)" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
I think you need to use a constructor to build your vector:
float2 dependcoor = float2(fc,bc);
Does that fix the problem?
Pat
-----Original Message-----
Sent: Tuesday, March 15, 2005 2:46 PM
To: Multiple recipients of list OPENGL-GAMEDEV-L
Thx.... Stephen
how could this code
const char PCG_CODE[] =
"float4 main(float4 FrontCoords : TEXCOORD0, float4 BackCoords : TEXCOORD1,
const uniform sampler3D FrontTexture : TEXUNIT0, const uniform sampler3D
BackTexture : TEXUNIT1, const uniform sampler2D DependentTexture :
TEXUNIT2): COLOR\n\
{\n\
float4 OUT;\n\
float fc,bc;\n\
fc = tex3D(FrontTexture, FrontCoords).r;\n\
bc = tex3D(BackTexture, BackCoords).r;\n\
float2 dependcoor = (fc,bc);\n\
OUT = f4tex2D(DependentTexture, dependcoor);\n\
return OUT;\n\
}";
generates this crap code???...
!!FP1.0
# cgc version 1.3.0001, build date Jan 7 2005 14:01:35
# command line args: -q -profile fp30 -entry main
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp30
#program main
#semantic main.FrontTexture : TEXUNIT0
#semantic main.BackTexture : TEXUNIT1
#semantic main.DependentTexture : TEXUNIT2
#var float4 FrontCoords : $vin.TEX0 : TEX0 : 0 : 1
#var float4 BackCoords : $vin.TEX1 : TEX1 : 1 : 1
#var sampler3D FrontTexture : TEXUNIT0 : texunit 0 : 2 : 1
#var sampler3D BackTexture : TEXUNIT1 : texunit 1 : 3 : 1
#var sampler2D DependentTexture : TEXUNIT2 : texunit 2 : 4 : 1
#var float4 main : $vout.COL : COL : -1 : 1
TEX R0.x, f[TEX1], TEX1, 3D;
TEX o[COLR], R0.x, TEX2, 2D;
END
# 2 instructions, 1 R-regs, 0 H-regs
We r crear the they are not equivalents...
Now, how to fix it?...
I prefer the compiler says "error" instead of give me this crap code... and
running it... It think, I am not using the commands properly...
THX
Mr. RIX
----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<[email protected]>
Sent: Tuesday, March 15, 2005 10:11 AM
> Rhadamés Carmona wrote:
>> Hello Guy
>>
>> I tested arb_fragment program and CG fragment program, and the results
>> are not the same. I kept the rest of the code. CG looks darker. Any
>> clue?. I am using pre-integration volume rendering with 3D textures.
>> Texture0 and 1 are the same source 3D texture... texture2 is the
>> dependent 2D texture.
>
> Have you compiled the Cg code with the stand-alone compiler and looked at
> the machine-code it generates? I'm sure that would give you a clue.
>
> -----------------------------------------------------------------------
> The second law of Frisbee throwing states: "Never precede any maneuver
> by a comment more predictive than "Watch this!"...it turns out that
> this also applies to writing Fragment Shaders.
> -----------------------------------------------------------------------
> Steve Baker (817)619-2657 (Vox/Vox-Mail)
> L3Com/Link Simulation & Training (817)619-2466 (Fax)
> Work: [email protected] http://www.link.com
> Home: [email protected] http://www.sjbaker.org
>
> -----
> FAQ and OpenGL Resources at:
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>
> --
> Author: Stephen J Baker
> INET: [email protected]
>
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--
Author: =?iso-8859-1?Q?Rhadam=E9s_Carmona?=
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Author: Pat Brown \(OpenGL\)
INET: [email protected]
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