似乎我不能在我的电脑上使用gl_FragDepth。我的程序运行良好,否则没有glsl错误,glGetError返回0,但是我无法从片段着色器中写入深度缓冲区。
此外,写入gl_FragDepth会更改像素颜色的红色分量。
我的程序有简化版。我修剪了所有无用的东西(我gess?),而且效果不是很好:
proc sql;
select cats("&libname..",memname)
into :tables separated by ' '
from dictionary.tables
where libname=upcase("&libname.");
quit;
data counts;
set &tables. indsname=ds_name end=eof;
retain count dataset_name;
if _n_=1 then count=0;
if ds_name ne lag(ds_name) and _n_ ne 1 then do;
output;
count=0;
end;
dataset_name=ds_name;
count = count+1;
if eof then output;
keep count dataset_name;
run;
它应该绘制红色和绿色条纹,但我得到模糊的红线。如果我删除第二个drawcall,它是相同的。 在Windows上,即。我在OSX上测试它并按预期工作。
以下是glGetString的一些规范:
int main(void)
{
// These are custom structures for handling shader programs.
t_glprog prog;
t_glprog prog2;
GLuint vbo;
GLFWwindow *window;
static const GLfloat vertab[] =
{
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0
};
char const *vert =
"attribute vec3 Coord;"
"void main() {\
gl_Position = vec4(Coord, 1.0);\
}";
char const *frag1 =
"void main () {\
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\
gl_FragDepth = sin(gl_FragCoord.x * 0.1);\
}";
char const *frag2 =
"void main () {\
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\
gl_FragDepth = cos(gl_FragCoord.x * 0.1);\
}";
if (!glfwInit())
{
fprintf(stderr, "GLFW failed to init.\n");
return (-1);
}
glfwWindowHint(GLFW_DEPTH_BITS, 64);
window = glfwCreateWindow(640, 480, "TEST", NULL, NULL);
if (window == NULL)
{
fprintf( stderr, "Failed to open GLFW window.\n" );
glfwTerminate();
return (-1);
}
glfwMakeContextCurrent(window);
// For Windows.
if (glewInit() != GLEW_OK)
{
fprintf(stderr, "Failed to initialize GLEW\n");
return (-1);
}
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClearDepth(1.0);
glViewport(0, 0, 640, 480);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertab), vertab, GL_STATIC_DRAW);
create_shaders_prog(&prog, vert, frag1);
create_shaders_prog(&prog2, vert, frag2);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glUseProgram(prog.prog);
glDrawArrays(GL_QUADS, 0, 4);
glUseProgram(prog2.prog);
glDrawArrays(GL_QUADS, 0, 4);
glFlush();
glfwSwapBuffers(window);
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0)
{
glfwPollEvents();
}
return (0);
}
答案 0 :(得分:1)
您的集成显卡驱动程序是否可能在这条线路上窒息?
Qty
对于深度缓冲区,64位是非常多的。 24位是更典型的值。如果不支持64位深度缓冲区,则上下文创建应该会失败,但是如果没有正确设置深度缓冲区,我会看到一些OpenGL驱动程序的奇怪行为。