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Today,
12:35 AM
newbiecow
replied to a thread
Ask for examples of the orange book "OpenGL Shading Language"
in
OpenGL Shading Language
Hey, Dark Photon! Can you please also tell me how to view the effects of these shaders? Best regards, newbiecow
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4 replies | 134 view(s)
Today,
12:18 AM
ci5tbuptin1
replied to a thread
How to animate so the ball keeps on moving and how to scale per keyboard input
in
OpenGL coding: beginners
up cho bác
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6 replies | 211 view(s)
Yesterday,
11:29 PM
jagmag
started a thread
Need help with texture swizzle application on Windows
in
User Hardware, Software, & Gaming Help
Hi, I have been testing an OpenGL driver and would like to understand if there are any applications or benchmarks that we can use to check the...
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0 replies | 25 view(s)
Yesterday,
11:08 PM
debonair
replied to a thread
Multisample textures
in
OpenGL coding: beginners
yes. Vertex shader: in vec3 inputtexcoord; in vec3 tk_position; out vec3 ps_texCoord; uniform mat4 tk_mvpMatrix; void main(void) {
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21 replies | 966 view(s)
Yesterday,
11:02 PM
ci5tbuptin1
replied to a thread
drawing an arrow: A line + a cone (problems with the cone, rotation!)
in
OpenGL coding: beginners
up cho bác
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5 replies | 146 view(s)
Yesterday,
10:14 PM
cireneikual
replied to a thread
How do I keep a billboard the same size on screen regardless of the cameras position?
in
OpenGL coding: beginners
You can project the position of the players into window coordinates (using gluProject or custom matrix math) and then render name tags in an...
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1 replies | 87 view(s)
Yesterday,
06:08 PM
Alfonse Reinheart
replied to a thread
Determine the texture target from the GLuint
in
OpenGL coding: advanced
Yes, but that doesn't mean they have to. glBindImageTexture doesn't need it. Neither does glTextureView (for the source texture). Indeed, there's...
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6 replies | 286 view(s)
Yesterday,
05:42 PM
xman84
started a thread
How do I keep a billboard the same size on screen regardless of the cameras position?
in
OpenGL coding: beginners
I recently added a billboard to display a character's name into a game. It looks good except for I would like to keep the name the same size on the...
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1 replies | 87 view(s)
Yesterday,
04:57 PM
tonyo_au
replied to a thread
Shader and texture coordinates computation
in
OpenGL coding: beginners
The general trend in shaders is away from any automatically defined variables. I would recommend loading down the lastest glsl specs...
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1 replies | 99 view(s)
Yesterday,
04:45 PM
tonyo_au
replied to a thread
Multisample textures
in
OpenGL coding: beginners
I assume your vertex shader has the texture coordinate in defined as a vec3?
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21 replies | 966 view(s)
Yesterday,
04:08 PM
Dark Photon
replied to a thread
OpenGL Compute Shaders vs OpenCL
in
OpenGL coding: advanced
Smart GPU guys at (probably) all of NVidia, AMD, and Intel have already written fast histogram reduction code (and other fast reduction code in...
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6 replies | 260 view(s)
Yesterday,
03:58 PM
Tezelia
replied to a thread
My score is displaying funny numbers, need help!
in
OpenGL coding: beginners
sorted next to %u, I missed the score.... so sprintf(displayscore,"Score %u", score); little things lol
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1 replies | 69 view(s)
Yesterday,
03:27 PM
Carmine
replied to a thread
drawing an arrow: A line + a cone (problems with the cone, rotation!)
in
OpenGL coding: beginners
Yes. You could do this with some vector cross products, normalization, etc.
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5 replies | 146 view(s)
Yesterday,
02:03 PM
newsb
replied to a thread
drawing an arrow: A line + a cone (problems with the cone, rotation!)
in
OpenGL coding: beginners
Oh, sorry... After many hours and after having read and thought about what you wrote, I realized that my way of getting the mat44-matrix is...
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5 replies | 146 view(s)
Yesterday,
01:48 PM
menzel
replied to a thread
Newbie with "3D environment" question
in
OpenGL coding: beginners
Hi, lets start with giving the near/far values some meaning. Lets say your world is defined in meters, so 1.0f in vertex coordinates is one...
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1 replies | 79 view(s)
Yesterday,
01:45 PM
alinpopescu
replied to a thread
OpenGL Compute Shaders vs OpenCL
in
OpenGL coding: advanced
Hi aqnuep, Thanks for your quick reply. Ok, I will then dispatch 7 work groups, each one with its shared memory. Each work group has to...
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6 replies | 260 view(s)
Yesterday,
01:02 PM
aqnuep
replied to a thread
OpenGL Compute Shaders vs OpenCL
in
OpenGL coding: advanced
Those 336 shader cores are practically the same as the 7 CUDA cores, just each CUDA core has then 48 shader core in it. It's just defined on a...
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6 replies | 260 view(s)
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