<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		<title>OpenGL Discussion and Help Forums</title>
		<link>http://www.opengl.org/discussion_boards/</link>
		<description><![CDATA[OpenGL - The Industry's Foundation for High Performance Graphics]]></description>
		<language>en</language>
		<lastBuildDate>Thu, 23 May 2013 01:54:39 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://www.opengl.org/discussion_boards/images/misc/rss.png</url>
			<title>OpenGL Discussion and Help Forums</title>
			<link>http://www.opengl.org/discussion_boards/</link>
		</image>
		<item>
			<title>write data to arbitrary position</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181754-write-data-to-arbitrary-position?goto=newpost</link>
			<pubDate>Thu, 23 May 2013 00:53:52 GMT</pubDate>
			<description>Recently, i have implemented real-time reflection and gi in my cpu renderer, and I want to port them to opengl, these require offsceen writing of...</description>
			<content:encoded><![CDATA[<div>Recently, i have implemented real-time reflection and gi in my cpu renderer, and I want to port them to opengl, these require offsceen writing of fragments to arbitrary offscreen frame position , but  i have little expierence with glsl so i don't know how to do this, any help will be appreciated :)</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/15-OpenGL-Shading-Language">OpenGL Shading Language</category>
			<dc:creator>beorht</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181754-write-data-to-arbitrary-position</guid>
		</item>
		<item>
			<title>creating 3d with mesh, problem with face</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181753-creating-3d-with-mesh-problem-with-face?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 19:24:44 GMT</pubDate>
			<description>Hello 
I want to create a torus 
I have found the points and it is easy to write to a file 
the code works fine when we have 4 faces around for the...</description>
			<content:encoded><![CDATA[<div>Hello<br />
I want to create a torus<br />
I have found the points and it is easy to write to a file<br />
the code works fine when we have 4 faces around for the polygon<br />
<br />
But I don't know how to write the code so that it could be accomplished with any polygon with  any number of faces<br />
<br />
the write mesh code is as follows<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">void Mesh::writemesh(char *out_path){
	fstream outfile;
	double p=3.14;double r=3.0;
	outfile.open(out_path,ios::out);
	outfile&lt;&lt;96&lt;&lt;&quot; &quot;&lt;&lt;20&lt;&lt;&quot; &quot;&lt;&lt;134&lt;&lt;&quot;\n\n&quot;;
	double N=4.0;
	GLfloat theta = ( 2.0f * 3.1415926536 ) / N;
	for(double i=0;i&lt;=10;i+=(p/6))
	{
		r+=(p/6);
		for(double c=0;c&lt;N;c++){
		outfile&lt;&lt;r*cos(theta * c)&lt;&lt;&quot; &quot;&lt;&lt;r*sin(theta * c)&lt;&lt;&quot; &quot;&lt;&lt;i&lt;&lt;&quot;\n&quot;;
		}
&nbsp;
&nbsp;
		/*outfile&lt;&lt;(4+cos(r*p/6))*cos(i)&lt;&lt;&quot; &quot;&lt;&lt;(4+cos(r*p/6))*cos(i)+1.0&lt;&lt;&quot; &quot;&lt;&lt;(r*p/6)*sin(i)+2.0&lt;&lt;&quot;\n&quot;;
		outfile&lt;&lt;(4+cos(r*p/6))*cos(i)&lt;&lt;&quot; &quot;&lt;&lt;(4+cos(r*p/6))*cos(i)+2.0&lt;&lt;&quot; &quot;&lt;&lt;(r*p/6)*sin(i)+2.0&lt;&lt;&quot;\n&quot;;
		outfile&lt;&lt;(4+cos(r*p/6))*cos(i)&lt;&lt;&quot; &quot;&lt;&lt;(4+cos(r*p/6))*cos(i)+2.0&lt;&lt;&quot; &quot;&lt;&lt;(r*p/6)*sin(i)+1.0&lt;&lt;&quot;\n&quot;;
		outfile&lt;&lt;(4+cos(r*p/6))*cos(i)&lt;&lt;&quot; &quot;&lt;&lt;(4+cos(r*p/6))*cos(i)+1.0&lt;&lt;&quot; &quot;&lt;&lt;(r*p/6)*sin(i)+1.0&lt;&lt;&quot;\n&quot;;*/
	}
	outfile&lt;&lt;&quot;\n&quot;;
	outfile&lt;&lt;&quot;0 0 0&quot;&lt;&lt;&quot;\n&quot;;
	outfile&lt;&lt;&quot;\n&quot;;
	for(double i=0;i&lt;48;i=i+4.0)
	{
		outfile&lt;&lt;N;
		for(double j=0;j&lt;N;j++)
		{
			outfile&lt;&lt;&quot; &quot;&lt;&lt;i+j&lt;&lt;&quot; 0&quot;;
		}
		outfile&lt;&lt;&quot;\n&quot;;
&nbsp;
		outfile&lt;&lt;&quot;4 &quot;&lt;&lt;i+1&lt;&lt;&quot; 0 &quot;&lt;&lt;i+5.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+6.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+2.0&lt;&lt;&quot; 0&quot;&lt;&lt;&quot;\n&quot;;
		outfile&lt;&lt;&quot;4 &quot;&lt;&lt;i&lt;&lt;&quot; 0 &quot;&lt;&lt;i+4.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+5.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+1.0&lt;&lt;&quot; 0&quot;&lt;&lt;&quot;\n&quot;;
		outfile&lt;&lt;&quot;4 &quot;&lt;&lt;i+2.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+6.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+7.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+3.0&lt;&lt;&quot; 0&quot;&lt;&lt;&quot;\n&quot;;
		outfile&lt;&lt;&quot;4 &quot;&lt;&lt;i&lt;&lt;&quot; 0 &quot;&lt;&lt;i+3.0&lt;&lt;&quot; 0 &quot;&lt;&lt;i+7&lt;&lt;&quot; 0 &quot;&lt;&lt;i+4.0&lt;&lt;&quot; 0&quot;&lt;&lt;&quot;\n&quot;;	
	}
	outfile.close();
}</pre></div></code><hr />
</div></div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/10-Math-and-Algorithms">Math and Algorithms</category>
			<dc:creator>woshka</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181753-creating-3d-with-mesh-problem-with-face</guid>
		</item>
		<item>
			<title>Issue compiling OpenGL program that uses GLEW</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181752-Issue-compiling-OpenGL-program-that-uses-GLEW?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 17:33:14 GMT</pubDate>
			<description><![CDATA[Hi all, 
This is my first post here.  I've been learning C++, SDL, and OpenGL the last few weeks and finally ran into a problem I can't seem to get...]]></description>
			<content:encoded><![CDATA[<div>Hi all,<br />
This is my first post here.  I've been learning C++, SDL, and OpenGL the last few weeks and finally ran into a problem I can't seem to get around.<br />
I'm using Code::Blocks in Windows 7.<br />
I was able to set up OpenGL, install freeglut, etc.  The sample program that CB gives compiles and works fine.<br />
<br />
I then started to go through some tutorials.  The first one worked fine (which was opening an OpenGL window), but when I got to the second, where it puts a dot on the screen, it started using glew.h.<br />
<br />
Whenever I compile the code they have:<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">#include &lt;stdio.h&gt;
#include &lt;GL/glew.h&gt;
#include &lt;GL/freeglut.h&gt;
#include &quot;math_3d.h&quot;
&nbsp;
GLuint VBO;
&nbsp;
static void RenderSceneCB()
{
    glClear(GL_COLOR_BUFFER_BIT);
&nbsp;
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
&nbsp;
    glDrawArrays(GL_POINTS, 0, 1);
&nbsp;
    glDisableVertexAttribArray(0);
&nbsp;
    glutSwapBuffers();
}
&nbsp;
&nbsp;
static void InitializeGlutCallbacks()
{
    glutDisplayFunc(RenderSceneCB);
}
&nbsp;
static void CreateVertexBuffer()
{
    Vector3f Vertices&#91;1&#93;;
    Vertices&#91;0&#93; = Vector3f(0.0f, 0.0f, 0.0f);
&nbsp;
 	glGenBuffers(1, &amp;VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
&nbsp;
&nbsp;
int main(int argc, char** argv)
{
    glutInit(&amp;argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
    glutInitWindowSize(1024, 768);
    glutInitWindowPosition(100, 100);
    glutCreateWindow(&quot;Tutorial 02&quot;);
&nbsp;
    InitializeGlutCallbacks();
&nbsp;
    // Must be done after glut is initialized!
    GLenum res = glewInit();
    if (res != GLEW_OK) {
      fprintf(stderr, &quot;Error: '%s'\n&quot;, glewGetErrorString(res));
      return 1;
    }
&nbsp;
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
&nbsp;
    CreateVertexBuffer();
&nbsp;
    glutMainLoop();
&nbsp;
    return 0;
}</pre></div></code><hr />
</div><br />
I keep getting the following error:<br />
<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">obj\Debug\main.o||In function `RenderSceneCB':|
C:\C Programs\OpenGL Test\main.cpp|33|undefined reference to `_imp____glewEnableVertexAttribArray'|
C:\C Programs\OpenGL Test\main.cpp|34|undefined reference to `_imp____glewBindBuffer'|
C:\C Programs\OpenGL Test\main.cpp|35|undefined reference to `_imp____glewVertexAttribPointer'|
C:\C Programs\OpenGL Test\main.cpp|39|undefined reference to `_imp____glewDisableVertexAttribArray'|
obj\Debug\main.o||In function `CreateVertexBuffer':|
C:\C Programs\OpenGL Test\main.cpp|55|undefined reference to `_imp____glewGenBuffers'|
C:\C Programs\OpenGL Test\main.cpp|56|undefined reference to `_imp____glewBindBuffer'|
C:\C Programs\OpenGL Test\main.cpp|57|undefined reference to `_imp____glewBufferData'|
obj\Debug\main.o||In function `main':|
C:\C Programs\OpenGL Test\main.cpp|72|undefined reference to `_imp__glewInit'|
C:\C Programs\OpenGL Test\main.cpp|74|undefined reference to `_imp__glewGetErrorString'|
||=== Build finished: 9 errors, 0 warnings (0 minutes, 0 seconds) ===|</pre></div></code><hr />
</div><br />
(Note, the last two errors about glewInit and glewGetErrorString have more characters on the ends of them, but I can't post it like that since I get an error about URLs.)<br />
<br />
I've done several internet searches and it seems most people that get the errors are able to solve them in ways that don't pertain to me (such as leaving out a header file, etc.)<br />
I'm stumped and am unable to go any further.<br />
If anyone could give some insight how to to get past this, I'd appreciate it!</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/13-OpenGL-under-Windows">OpenGL under Windows</category>
			<dc:creator>MilesAway1980</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181752-Issue-compiling-OpenGL-program-that-uses-GLEW</guid>
		</item>
		<item>
			<title>Work groups with priorities</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181751-Work-groups-with-priorities?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 14:31:12 GMT</pubDate>
			<description>*Problem:* 
Currently, you have no way of telling/hinting the GL (or the driver) which of your commands are important (real time critical) and which...</description>
			<content:encoded><![CDATA[<div><b>Problem:</b><br />
Currently, you have no way of telling/hinting the GL (or the driver) which of your commands are important (real time critical) and which ones are not. You want to keep the command queue full, but at the same time you do not want to compete for resources (GPU time, memory, bandwidth) with time critical tasks.<br />
<br />
<b>Examples:</b><br />
<ol class="decimal"><li style="">You are running a complicated physical simulation (in an old ping-pong pixel shader, in a compute shader, or as an OpenCL kernel) which is calculated at 10Hz. The renderer runs at typical 60Hz, limited by vsync, and interpolates the simulation results over several frames. The simulation takes considerable time (say, 5-10ms), but it suffices if the result is ready 5 to 6 frames (= 83 to 100ms) in the future.</li><li style="">You are calculating a histogram of the previous frame to do tonemapping. The calculation could start as soon as the frame is available as texture (at the same time as tonemapping/displaying it) and could execute while the GPU is not doing anything (such as during vsync), but it should <i>not </i>compete with tonemapping/blitting the previous frame or delay swapping buffers.</li><li style="">You are doing a non-trivial amount of render-to-texture (say, to display a &quot;page of text&quot; out of a book in an e-reader, or in a game). The frame rate should be constant, as it would be disturbing to see all other animations &quot;freeze&quot; for a moment when one opens a book. On the other hand, nobody would notice if 2-3 frames passed before the book is opened or a page is flipped -- as long as everything stays &quot;smooth&quot;.</li><li style="">Your worker thread has just finished loading a texture from disk into a mapped buffer object. Now you would like to use it (next frame). So you unmap the buffer and call<span style="font-family: courier new"> glTexImage </span>to allocate storage and define the texture's contents. You want to do this early to give the driver a chance to asynchronously upload the data, but you do not want to compete with the rendering (frame time budget!) for PCIe or or GPU memory. You certainly do not want to stall for half a millisecond while the GL or driver is doing memory allocator work (and maybe even kick a texture that is still needed later this frame!) to make room for the new texture. </li></ol><br />
<br />
You have no way of telling the GL that you don't need the physics immediately. You have no way of telling the GL to start calculating the histogram but not to compete with the rendering -- or worse, wait for histogram calculation to complete before swapping buffers. You have no way of telling the GL to allocate and upload the texture whenever there is time (i.e. generally as soon as possible), but not at the cost of something that must finish this frame.<br />
<br />
Yes, swapping buffers likely won't be delayed by &quot;unimportant&quot; tasks since most implementations render 2-3 frames ahead anyway, so there is no clean-cut end of frame. But still, you cannot be certain of this implementation detail, and you do not even have a way of hinting as to what's intended.<br />
The driver must assume that anything you pass to GL (or... CL) is equally important, and anything you submit should be ready as soon as possible. At the same time, you want to push as many tasks to the GL as fast as you can, as to prevent the GPU from going idle.<br />
<br />
With some luck, the driver is smart enough (or lucky enough) to get it just right, but ideally you would be able to hint it, so it can do a much better job.<br />
<br />
<b>Proposal:</b><br />
Commands submitted to the GL are grouped into work groups (name it differently if you like). There is a single default workgroup with &quot;normal&quot; priority to accomodate programs that are not workgroup-aware.<br />
A subset of commands can be enclosed in a different workgroup with a different (lower) priority using a begin/end command pair (say, <span style="font-family: courier new">glBeginGroup(GLenum priority);</span> and <span style="font-family: courier new">glEndGroup();</span>). Implementations that are unwilling to implement the feature simply treat the begin/end function calls as no-op.<br />
<br />
(As a more complicated alternative, one could consider &quot;workgroup objects&quot; much like query objects or buffer objects. This would allow querying the workgroup's status and/or synchronizing with its completion, and one might change a workgroup's priority at a later time, or even cancel the entire workgroup. However, the already present synchronization mechanisms in OpenGL are actually entirely sufficient, and it's questionable whether changing priorities and cancelling workgroups are really advantageous features. They might add more complexity than they are worth.)<br />
<br />
An elaborate system of priorities (with dozens/hundreds of priorities as offered by operating systems) is needlessly complex and has no real advantage -- a simple system with less than half a dozen possible levels, maybe only 2 or 3, would be more than enough.<br />
<br />
<u>For example:</u><br />
GL_PRIORITY_NORMAL  --&gt; default, want to see this ready as soon as possible<br />
GL_PRIORITY_END_OF_FRAME  --&gt; not immediately important, best start when done with this frame (or when main task is stalled)<br />
GL_PRIORITY_NEXT_FRAME  --&gt; don't care if this is ready now or the next frame (or in 2 frames), but still want result in &quot;finite time&quot;<br />
GL_PRIORITY_LOW   --&gt; rather than going idle, process this task -- otherwise do a higher priority one<br />
<br />
Ideally, there'd be interop between GL and CL for this, too.</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/11-Suggestions-for-the-next-release-of-OpenGL">Suggestions for the next release of OpenGL</category>
			<dc:creator>thomas.d</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181751-Work-groups-with-priorities</guid>
		</item>
		<item>
			<title>orientation and rotation</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181750-orientation-and-rotation?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 11:40:53 GMT</pubDate>
			<description><![CDATA[Hi, I am confused :confused: with term '*_Orientation_*' and *'Rotation*'.anyone please explain .Thanks in advance........]]></description>
			<content:encoded><![CDATA[<div>Hi, I am confused :confused: with term '<b><u>Orientation</u></b>' and <b><i>'Rotation</i></b>'.anyone please explain .Thanks in advance........</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/6-OpenGL-coding-beginners">OpenGL coding: beginners</category>
			<dc:creator>viveksrivastava</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181750-orientation-and-rotation</guid>
		</item>
		<item>
			<title>help with library on ubuntu</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181749-help-with-library-on-ubuntu?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 01:30:16 GMT</pubDate>
			<description><![CDATA[i have problem with bitmap, when i run my code, the console show me the next error: 
undefined reference to `LoadDIBitmap' 
the library is defined in...]]></description>
			<content:encoded><![CDATA[<div>i have problem with bitmap, when i run my code, the console show me the next error:<br />
undefined reference to `LoadDIBitmap'<br />
the library is defined in my code <br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">#include &lt;GL/glut.h&gt;
#include &lt;math.h&gt;
# include &lt;stdio.h&gt;
# include &lt;string.h&gt;
#include &lt;GL/bitmap.h&gt;
BITMAPINFO *imginfo;
GLubyte *img;
void init(void)
{
    glClearColor(0.0,0.0,0.0,0.0); //establece el color de la ventana de visualización en blanco
    glMatrixMode(GL_PROJECTION); //establece los parámetros de proyección
    gluOrtho2D(0.0,210.0,0.0,210.0); //define una matriz deproyección ortográfica 2D, esl amitad de lo que se especificó en
                                //en windowsSize.
}
void tex(char *textura)
{
&nbsp;
	//img = LoadDIBitmap(&quot;1.bmp&quot;, &amp;imginfo);
	img = LoadDIBitmap(textura, &amp;imginfo);
&nbsp;
    glTexImage2D(GL_TEXTURE_2D, 0, 3,imginfo-&gt;bmiHeader.biWidth,imginfo-&gt;bmiHeader.biHeight, 0, GL_RGB,GL_UNSIGNED_BYTE, img);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
&nbsp;
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
&nbsp;
&nbsp;
&nbsp;
}
&nbsp;
void textura()
{
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);
}
&nbsp;
void cuadrado(void)
{
&nbsp;
	GLfloat angulo;
	int i; 
	glBegin(GL_LINES);
	for (i=0; i&lt;360; i+=3)
	{
      angulo = (GLfloat)i*3.14159f/180.0f; // grados a radianes
      glVertex3f(0.0f, 0.0f, 0.0f);
      glVertex3f(cos(angulo), sin(angulo), 0.0f);
	}
	glEnd();//Finaliza el dibujo
	//glFlush();
	glPushMatrix();
    glColor3f(3,4,0.5);
   tex(&quot;1.bmp&quot;);
    glutSolidSphere(30,60,60);
    textura();
    glPopMatrix();
&nbsp;
}
void lee()
{
cuadrado();
glFlush();
}
&nbsp;
int main(int argc, char ** argv)
{
&nbsp;
        glutInit(&amp;argc, argv);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA); //Funcion Main
	glutInitWindowPosition(20,20); //Posicion de Ventana
	glutInitWindowSize(600,450); //Cambiar Tamaño de Ventana
	glutCreateWindow(&quot;Figuras OpenGL&quot;); //Crea y cambia el nombre de la ventana
    init();
&nbsp;
	glutDisplayFunc(lee);//se pintan todas las figuras
&nbsp;
	glutMainLoop(); //Loop
&nbsp;
	return 0;
&nbsp;
&nbsp;
&nbsp;
&nbsp;
	return 0;
}</pre></div></code><hr />
</div><br />
Its where is my library <br />
<img src="https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/401775_10200717813462031_1553933637_n.jpg" border="0" alt="" /><br />
<br />
<br />
<font size="5"><font color="#FF0000">thanks</font></font></div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/8-OpenGL-on-Linux">OpenGL on Linux</category>
			<dc:creator>sanlegas</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181749-help-with-library-on-ubuntu</guid>
		</item>
		<item>
			<title>Blinn Phong Bump Mapping</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181748-Blinn-Phong-Bump-Mapping?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 00:06:58 GMT</pubDate>
			<description>Hello to everyone,  
 
i am quite new to the forum and to opengl. 
I have a project which as the title implies is the Blinn Phong Bump Mapping. 
I...</description>
			<content:encoded><![CDATA[<div>Hello to everyone, <br />
<br />
i am quite new to the forum and to opengl.<br />
I have a project which as the title implies is the Blinn Phong Bump Mapping.<br />
I have to do it without shaders. I have problem with the Blinn Phong equation<br />
when applied to a texture.I want to make a Brick wall.<br />
Is there a sample code or a tutorial that i can follow? i have searched <br />
many sites but all have just the equation and what each parameter is but i want <br />
something more than that as i have the code but it doesn't seem to work. I get <br />
&quot;strange&quot; color pixel values in the final texture.</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/6-OpenGL-coding-beginners">OpenGL coding: beginners</category>
			<dc:creator>jmfel1926</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181748-Blinn-Phong-Bump-Mapping</guid>
		</item>
		<item>
			<title>Nvidia 319/320 drivers and shared layout UBOs</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181747-Nvidia-319-320-drivers-and-shared-layout-UBOs?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 21:44:40 GMT</pubDate>
			<description><![CDATA[I've run across a change in the Nvidia 319/320 series drivers with regards to std140/packed uniform buffer objects that is causing havoc in our...]]></description>
			<content:encoded><![CDATA[<div>I've run across a change in the Nvidia 319/320 series drivers with regards to std140/packed uniform buffer objects that is causing havoc in our application.<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">#version 150
&nbsp;
layout(shared) uniform scene
{
     float A;
     float B;
     float C;
};
&nbsp;
out float result;
&nbsp;
void main()
{
     result = A + B;
}</pre></div></code><hr />
</div><br />
In the above shader, when the number of uniforms is queried via glGetActiveUniformBlockiv(... GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS) it is returning &quot;2&quot;. This is a change from previous Nvidia drivers where the same code returned &quot;3&quot;. While this seems to be in line with the whole notion of active uniforms, it isn't terribly convenient when applied to shared uniform blocks, especially when different shaders may use subsets of the uniforms within the uniform block.<br />
<br />
The reason this is causing problems for our application is that it queries all the offsets, names, and sizes of the shared uniform block from the shader and caches them in a C++ object representing the uniform block (backed by a buffer). While I can make modifications to allow  piecemeal caching of the various active uniforms' data used by shaders as the object is reused, I'd rather not unless this is truly the intent of the GL spec. The GLSL and GL specs talk mostly about memory layout when discussing shared and std140 uniform blocks, while the OpenGL wiki seems to indicate that all uniforms should be considered active and not optimized out for packed/std140 (<a href="http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Memory_layout" target="_blank">http://www.opengl.org/wiki/Interface...#Memory_layout</a>).<br />
<br />
So, should I be submitting this as a driver bug, or is this proper behaviour?</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/17-OpenGL-drivers">OpenGL drivers</category>
			<dc:creator>malexander</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181747-Nvidia-319-320-drivers-and-shared-layout-UBOs</guid>
		</item>
		<item>
			<title>Results of Gaussian Blur are white.</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181746-Results-of-Gaussian-Blur-are-white?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 16:41:27 GMT</pubDate>
			<description><![CDATA[I've been attempting to code a normal Gaussian Blur shader which scales the image down to half the size in the vertex shader. The scaling works, but...]]></description>
			<content:encoded><![CDATA[<div>I've been attempting to code a normal Gaussian Blur shader which scales the image down to half the size in the vertex shader. The scaling works, but when I attempted to code the gaussian blur my results are coming out white and sadly I don't have enough knowledge to figure out why this is the case. Here is how I'm doing things at the moment:<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">        float offset&#91;5&#93; = { 0.0, 1.0, 2.0, 3.0, 4.0 };
        float weight&#91;5&#93; = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
&nbsp;
        anchors.fill: parent
&nbsp;
        vertexShader: &quot;
            uniform mat4 matrix;
            uniform float scale;
            attribute vec4 gl_Vertex;
            attribute vec2 gl_MultiTexCoord0;
            varying vec2 coord;
            void main() {
                coord = gl_MultiTexCoord0;
                coord.x /= scale;
                lowp vec4 vertex = gl_Vertex;
                vertex.x *= scale;
                gl_Position = matrix * vertex;
            }&quot;
        fragmentShader: &quot;
            varying vec2 coord;
            uniform sampler2D src;
            uniform float qt_Opacity;
            uniform float textureWidth;
            uniform float offset&#91;5&#93;;
            uniform float weight&#91;5&#93;;
            void main() {
                vec4 acc = texture2D(src, coord / textureWidth) * weight&#91;0&#93;;
                for (int i = 1; i &lt; 5; i++)
                {
                   acc += texture2D(src, coord + vec2(offset&#91;i&#93; / textureWidth, 0.0)) * weight&#91;i&#93;;
                   acc += texture2D(src, coord - vec2(offset&#91;i&#93; / textureWidth, 0.0)) * weight&#91;i&#93;;
                }
                gl_FragColor = acc;
            }&quot;
    }</pre></div></code><hr />
</div><br />
Any comments are tips would be much appreciated!</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/6-OpenGL-coding-beginners">OpenGL coding: beginners</category>
			<dc:creator>UraniumSlug</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181746-Results-of-Gaussian-Blur-are-white</guid>
		</item>
		<item>
			<title>Problems with projective texture.</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181745-Problems-with-projective-texture?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 15:12:34 GMT</pubDate>
			<description>I want to write a program with opengl to project a final rendered image to a scene, which the scene and the image has the same camera view. 
I want...</description>
			<content:encoded><![CDATA[<div>I want to write a program with opengl to project a final rendered image to a scene, which the scene and the image has the same camera view.<br />
I want to use projective texture to do it, so the opengl render effect will be realistic. <br />
Here is my seudo-code.<br />
<br />
//1.Bind texture<br />
//2.Enable GL_TEXTURE_GEN_?<br />
	GLfloat Splane[4]={1, 0, 0, 0};<br />
	GLfloat Tplane[4]={0, 1, 0, 0};<br />
	GLfloat Rplane[4]={0, 0, 0, 0};<br />
	GLfloat Qplane[4]={0, 0, 0, 1};<br />
<br />
<br />
	glTexGenfv(GL_S,GL_EYE_PLANE,Splane); <br />
	glTexGenfv(GL_T,GL_EYE_PLANE,Tplane); <br />
	glTexGenfv(GL_R,GL_EYE_PLANE,Rplane); <br />
	glTexGenfv(GL_Q,GL_EYE_PLANE,Qplane); <br />
<br />
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);<br />
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);<br />
	glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);<br />
	glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);<br />
	<br />
	glEnable(GL_TEXTURE_GEN_S);<br />
	glEnable(GL_TEXTURE_GEN_T);<br />
	glEnable(GL_TEXTURE_GEN_R);<br />
	glEnable(GL_TEXTURE_GEN_Q);<br />
//3. Set texture matrix<br />
        glMatrixMode(GL_TEXTURE);  <br />
	glLoadIdentity();   <br />
	gluPerspective();<br />
	gluLookAt();<br />
<br />
//4. Draw the scene<br />
	glMatrixMode(GL_PROJECTION);                        // Select The Projection Matrix<br />
	glLoadIdentity(); <br />
 	gluPerspective();<br />
	gluLookAt();     <br />
	glMatrixMode(GL_MODEVIEW);                        // Select The Projection Matrix<br />
	glLoadIdentity(); <br />
<br />
        DrawScene();<br />
<br />
However, the result is really wierd, the image does not cover the whole scene. I think it might due to the S, T, R, Q Plane parameter. So, how should I set the parameter.<br />
<br />
Many thanks!<br />
flex</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/7-OpenGL-coding-advanced">OpenGL coding: advanced</category>
			<dc:creator>flexwang</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181745-Problems-with-projective-texture</guid>
		</item>
		<item>
			<title>Bindless Textures + Instancing</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181744-Bindless-Textures-Instancing?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 14:36:48 GMT</pubDate>
			<description>I would like to render instanced geometry with a per-instance texture. To do so, I want to create a Vertex Attrib  (that is consumed in a...</description>
			<content:encoded><![CDATA[<div>I would like to render instanced geometry with a per-instance texture. To do so, I want to create a Vertex Attrib  (that is consumed in a per-instance basis) containing the texture handler and create the sampler2D in the shader using the bindless_texture NVIDIA extension. I want to do so because the number of instances is dynamic and they are created an destroyed during runtime so I cannot allocate an statically allocated array of textureHandles as in the example in the extension specification.<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">//Create the textures and obtain the handles
foreach instance
	glGenTextures(1, &amp;this-&gt;gpuTextureId);
	glBindTexture(GL_TEXTURE_2D, this-&gt;gpuTextureId);
&nbsp;
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ResX, ResY, 0, GL_RGBA, GL_UNSIGNED_BYTE, info); 
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);	// Linear Filtering
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// Linear Filtering
&nbsp;
	// Get a handle for the texture.
	this-&gt;gpuTextureHandlerId = glGetTextureHandleNV(this-&gt;gpuTextureId);
&nbsp;
	// Make the handle resident before using it.
	glMakeTextureHandleResidentNV(this-&gt;gpuTextureHandlerId);
endfor
//Pass the handle to the buffer
	#define INSTANCE_TEXTURE_LOCATION 6
&nbsp;
	glGenBuffers(1, &amp;this-&gt;instanceTextureHandlerVboId);
	glBindBuffer(this-&gt;instanceTextureHandlerVboId);
&nbsp;
	glEnableVertexAttribArray(INSTANCE_TEXTURE_LOCATION);
	glVertexAttribPointer(INSTANCE_TEXTURE_LOCATION, 1, GL_UNSIGNED_INT64_NV, GL_FALSE, sizeof(GLuint64), 0); 
	glVertexAttribDivisor(INSTANCE_TEXTURE_LOCATION, 1);
&nbsp;
	glBufferData(GL_ARRAY_BUFFER, sizeof(GLuint64) * this-&gt;numElements, instanceTextureHandle, GL_DYNAMIC_DRAW); //instanceTextureHandle contains the texture handles for all the instances.</pre></div></code><hr />
</div><br />
As for the shader:<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">#version 430
#extension GL_NV_bindless_texture : require
#extension GL_NV_gpu_shader5 : require 
&nbsp;
in vec2 ex_textCoord;
layout(location = 6) in  uint64_t in_textHandler;
&nbsp;
out vec4 out_Color;
&nbsp;
void main(void)
{
	sampler2D s = sampler2D(in_textHandler);
	out_Color = texture(s, ex_textCoord);
}</pre></div></code><hr />
</div>The problem is that I cannot send the 64-bit pointer to the shader. If it was a Uniform I could use &quot;glUniformHandleui64NV(location, instanceTextureHandle[i]);&quot; I use GL_UNSIGNED_INT64_NV or GL_DOUBLE in the glVertexAttribPointer without success.<br />
<br />
Can it be done?<br />
<br />
Thanks in advance.<br />
<br />
Nicolau</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/7-OpenGL-coding-advanced">OpenGL coding: advanced</category>
			<dc:creator>nsunyer</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181744-Bindless-Textures-Instancing</guid>
		</item>
		<item>
			<title>Fail to load DDS with NV_DDS utility under linux</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181742-Fail-to-load-DDS-with-NV_DDS-utility-under-linux?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 06:59:30 GMT</pubDate>
			<description>Hi All. I posted this (http://stackoverflow.com/questions/16645040/cant-read-dds-image-header-on-linux) question on SO but got no answer so I am...</description>
			<content:encoded><![CDATA[<div>Hi All. I posted <a href="http://stackoverflow.com/questions/16645040/cant-read-dds-image-header-on-linux" target="_blank" rel="nofollow">this</a> question on SO but got no answer so I am asking it here.Hopefully someone can shed some light.I am using nvidia DDS load utility to load DDS (DXT5).On windows 7 it works great.But now I cross compile my engine on Linux platform (Ubuntu 12.10)<br />
and it fails at DDS header read.<br />
<br />
This block :<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">    // open file    FILE *fp = fopen(filename.c_str(),&quot;rb&quot;);
    if (fp == NULL) {
        return false;
    }
    // read in file marker, make sure its a DDS file
&nbsp;
    char filecode&#91;4&#93;;
    fread(filecode, 1, 4, fp);
    if (strncmp(filecode, &quot;DDS &quot;, 4) != 0) {
        fclose(fp);
        return false;
    }
&nbsp;
    // read in DDS header
    DDS_HEADER ddsh;
&nbsp;
&nbsp;
&nbsp;
&nbsp;
    fread(&amp;ddsh, 1,sizeof( DDS_HEADER ), fp);//sizeof( DDS_HEADER )</pre></div></code><hr />
</div><br />
First fread() reads the &quot;magic word&quot; all right.But the second one fills ddsh header struct with wrong data.How can it be? The utility is said to be Windows/Linux compatible.Maybe the header size is interpreted differently between the platforms?Anyone can test it on Ubuntu and confirm it works or not ?Thanks.</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/8-OpenGL-on-Linux">OpenGL on Linux</category>
			<dc:creator>SasMaster</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181742-Fail-to-load-DDS-with-NV_DDS-utility-under-linux</guid>
		</item>
		<item>
			<title>Can a quaternion represent more than 360 degrees of rotation?</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181741-Can-a-quaternion-represent-more-than-360-degrees-of-rotation?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 06:07:42 GMT</pubDate>
			<description>I like Euler rotation based on degrees so I can keyframe an animation of a large number of degrees, like 1000, and get multiple full 360-degree...</description>
			<content:encoded><![CDATA[<div>I like Euler rotation based on degrees so I can keyframe an animation of a large number of degrees, like 1000, and get multiple full 360-degree revolutions on the object for purposes of setting it spinning, etc.<br />
<br />
However I'm at a point now when I was working on something that involved a lot of consecutive animations among two different axes that I think I'm seeing the effects of gimbal lock. When I perform one of the chained animations, my object keeps flipping 180 degrees after it completes a 90-degree rotation. Does this sound like gimbal lock? It only happens after other prior and successful rotations along different axes.<br />
<br />
In any case, I tried switching to Quaternions but it appears that quaternions aren't suited for this spinning effect, since they just get you an orientation and they treat a multiple of 360 as 0 using this:<br />
<br />
<div class="bbcode_container">
                <div class="bbcode_description">Code :</div>
                <hr /><code class="bbcode_code"><div class="" style="font-family:monospace;"><pre style="font: normal normal 1em/1.2em monospace; margin:0; padding:0; background:none; vertical-align:top;">template &lt;typename T&gt;
 inline QuaternionT&lt;T&gt;  QuaternionT&lt;T&gt;::CreateFromAxisAngle(const Vector3&lt;T&gt;&amp; axis, float radians)
 {
QuaternionT&lt;T&gt; q;
q.w = std::cos(radians / 2);
q.x = q.y = q.z = std::sin(radians / 2);
q.x *= axis.x;
q.y *= axis.y;
q.z *= axis.z;
return q;
}</pre></div></code><hr />
</div><br />
Is it possible to get more than 360 degrees of rotation from a quaternion technique?</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/6-OpenGL-coding-beginners">OpenGL coding: beginners</category>
			<dc:creator>openlearner</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181741-Can-a-quaternion-represent-more-than-360-degrees-of-rotation</guid>
		</item>
		<item>
			<title>Bump mapping in fragment shader</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181740-Bump-mapping-in-fragment-shader?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 02:42:05 GMT</pubDate>
			<description><![CDATA[Hello, I'm learning about bump mapping and I've made this code in a DOJO class: 
 
uniform sampler2D sampler2d0; 
uniform sampler2D sampler2d1;...]]></description>
			<content:encoded><![CDATA[<div>Hello, I'm learning about bump mapping and I've made this code in a DOJO class:<br />
<br />
uniform sampler2D sampler2d0;<br />
uniform sampler2D sampler2d1;<br />
uniform sampler2D sampler2d2;<br />
<br />
void main()<br />
{<br />
	vec2 coordTex = (gl_Vertex.xy + 1.0) / 2.0;<br />
<br />
	vec4 color = texture2D(sampler2d0, coordTex);<br />
<br />
	vec4 normalMap = texture2D(sampler2d1, coordTex);<br />
	vec4 heightMap = texture2D(sampler2d2, coordTex);<br />
<br />
	vec4 modelVertex = gl_Vertex;<br />
	modelVertex.z = 0.05*heightMap.z;<br />
<br />
	vec4 eyeVertex = gl_ModelViewMatrix * modelVertex;<br />
<br />
	vec3 normal = gl_NormalMatrix * normalMap.xyz;<br />
	normal = normalize(2*(normal-0.5));<br />
<br />
	vec3 lightDir = gl_LightSource[0].position.xyz - eyeVertex.xyz;<br />
	lightDir = normalize(lightDir);<br />
<br />
	float diffuse = dot(lightDir, normal);<br />
<br />
	gl_Position = gl_ProjectionMatrix * eyeVertex;<br />
	gl_FrontColor.rgb = diffuse * color.rgb;<br />
	gl_FrontColor.a = 1.0;<br />
}<br />
<br />
It works pretty well. Now, I would like to try it in the fragment shader. I have no idea how to do it. How can I start?</div>

]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/6-OpenGL-coding-beginners">OpenGL coding: beginners</category>
			<dc:creator>jonatascb</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181740-Bump-mapping-in-fragment-shader</guid>
		</item>
		<item>
			<title>Smoothing the dges of a polygon</title>
			<link>http://www.opengl.org/discussion_boards/showthread.php/181739-Smoothing-the-dges-of-a-polygon?goto=newpost</link>
			<pubDate>Mon, 20 May 2013 19:57:45 GMT</pubDate>
			<description>Attachment 1032 (http://www.opengl.org/discussion_boards/attachment.php?attachmentid=1032) 
 
Hello every body, I have a polygon consisting of 26...</description>
			<content:encoded><![CDATA[<div><a href="http://www.opengl.org/discussion_boards/attachment.php?attachmentid=1032&amp;d=1369079330" id="attachment1032" rel="Lightbox_0" ><img src="http://www.opengl.org/discussion_boards/attachment.php?attachmentid=1032&amp;d=1369079330&amp;thumb=1" border="0" alt="Click image for larger version.&nbsp;

Name:	boundary.jpg&nbsp;
Views:	67&nbsp;
Size:	5.8 KB&nbsp;
ID:	1032" class="thumbnail" style="float:CONFIG" /></a><br />
<br />
Hello every body, I have a polygon consisting of 26 points as shown in the figure. i would just like to smoothen the edges. Could you suggest me some simple way to do it? Thanks in advance.</div>


	<div style="padding:10px">

	
		<fieldset class="fieldset">
			<legend>Attached Thumbnails</legend>
			<div style="padding:10px">
			
<a href="http://www.opengl.org/discussion_boards/attachment.php?attachmentid=1032&amp;d=1369079330" 
rel="Lightbox_1250957" id="attachment1032"
><img class="thumbnail" src="http://www.opengl.org/discussion_boards/attachment.php?attachmentid=1032&amp;stc=1&amp;thumb=1&amp;d=1369079330" 
alt="Click image for larger version.&nbsp;

Name:	boundary.jpg&nbsp;
Views:	N/A&nbsp;
Size:	5.8 KB&nbsp;
ID:	1032"/></a>
&nbsp;

			</div>
		</fieldset>
	

	

	

	

	</div>
]]></content:encoded>
			<category domain="http://www.opengl.org/discussion_boards/forumdisplay.php/10-Math-and-Algorithms">Math and Algorithms</category>
			<dc:creator>jenny_wui</dc:creator>
			<guid isPermaLink="true">http://www.opengl.org/discussion_boards/showthread.php/181739-Smoothing-the-dges-of-a-polygon</guid>
		</item>
	</channel>
</rss>
