Oh my god, is this all we get after constantly refreshing our browser windows on this site for the past 9 months, hoping for some news about OpenGL 3?!
Oh well, guess it's time for me to move to...
Type: Posts; User: -NiCo-
Oh my god, is this all we get after constantly refreshing our browser windows on this site for the past 9 months, hoping for some news about OpenGL 3?!
Oh well, guess it's time for me to move to...
Nvidia has fine grain context switching within a kernel. A kernel execution corresponds to multiple block executions. If the processing of one block is stalled, it can immediately switch to...
You should also look into the parameters of your glfrustum call. It's very different from a glOrtho call. Your image plane is of size 2000.0f in both directions and it's placed at only 0.3f away from...
I doubt that clearing the buffer is the problem. You should probably insert glLoadIdentity() after your glMatrixMode(GL_PROJECTION) call to make sure the projection transformations are not being...
I agree with dletozeun. You can still do raycasting in orthographic projection, the only difference is that all your rays will be parallel.
Sure you can use gluUnproject.
static void __gluMakeIdentityd(GLdouble m[16])
{
m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0;...
A1
1.(V(x),V(y),0)
2.(0,V(y),V(z))
3.(V(x),0,V(z))
A2
Yes
You can render your scene to a framebuffer object which is hidden. This is probably what you're looking for since all pixels of (a renderbuffer or texture attached to) a framebuffer object pass the...
In light of your application, I doubt there's a way to handle this correctly. IMHO, the best you can do is test the difference between eyeZ coordinates like you're doing already. This way, at least...
According to the sourceforge project page it should work on windows.
You can try out the GLE tubing and extrusion library.
Integer coordinates correspond to pixel corners.
gluTex2DImage()? Never heard of that one...
gluPerspective(fovy, aspect, near, far);
should generate the exact same matrix as
...
You should take the perspective foreshortening into account. I drew you a small picture illustrating the effect.
As you can see, the difference in eye space depth value of neighboring pixels...
Like ZbuffeR said
"Unless texels are sampled _exactly_ in the same way, you _will_ have some blurring."
This is also the case with linear filtering. For example, if you apply linear filtering...
Just load your texture into a GL_TEXTURE_2D target, followed by
glGenerateMipmapEXT(GL_TEXTURE_2D);
This will create a mipmapped texture which contains subsampled versions of the original...
Looks like a precision issue to me. Here's some test code:
float tmpf = 10000.029588568046;
double tmpd = 10000.029588568046;
fprintf(stderr,"%5.12f\n%5.12f\n",tmpf,tmpd);
The output is
Have a look at this thread. Could be related.
I'm not sure what your goal is. If you have access to the rotation matrix and translation vector then you can create your modelview matrix and set a symmetric view frustum by setting ( -left = right...
No, the glFrustum call assumes the eye is located at (0,0,0). So it's symmetric if left and bottom are the negated values of right and top respectively, otherwise it's non-symmetric.
PS. If you...
You're using
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureHandles[i], 0);
instead of
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,...
Like Zengar said, there's no way to be sure. I also came across this problem some time ago and at that moment I was able to force it by inserting some dummy code:
- send texture data
- attach...
Aha. That's worth checking out.
Thanks :)
You're right. I forgot about (wc < 0). My assumption that homogeneous could not be represented by p1+t(p2-p1) was wrong. They can. In that case, the only difference is that t is non-linear in...