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]> |
BTW, I just tested this out, and it appears to work. I think what is happening with your original code is that "(fc,bc)" is treated as a parenthesized expression that includes a comma operator, which is the C sequential evaluation operator. This evaluates "fc", then "bc", and the result is simply the scalar "bc". This gets cast up to a float2 in the assignment. There probably should be a warning here, and I've filed a bug report. -----Original Message----- Sent: Tuesday, March 15, 2005 3:27 PM To: [email protected] Cc: Pat Brown (OpenGL) 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: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > > -- > Author: Stephen J Baker > INET: [email protected] > > Fat City Hosting, San Diego, California -- http://www.fatcity.com > --------------------------------------------------------------------- > To REMOVE yourself from this mailing list, send an E-Mail message > to: [email protected] (note EXACT spelling of 'ListGuru') and in > the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L > (or the name of mailing list you want to be removed from). You may > also send the HELP command for other information (like subscribing). ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: =?iso-8859-1?Q?Rhadam=E9s_Carmona?= INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing). ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Pat Brown \(OpenGL\) INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).