My problem solved. I was sending the uniform information before using the shader :D But it seems that NVidia manages the clipping internally. It means that it reads the fixed functions such as...
Type: Posts; User: Ehsan Kamrani
My problem solved. I was sending the uniform information before using the shader :D But it seems that NVidia manages the clipping internally. It means that it reads the fixed functions such as...
I have a problem with clipping on my ATI card. but my NVidia graphics card clips the geometries with the same code. Note that I have updated the latest driver of my ATI graphics card from HP website...
Thanks, my problem solved :-)
Based on this article I have implemented the shadow map. everything seems to be OK. but when I transform the 3D model using the translation/rotation/scaling, the shadow becomes distorted.Also when...
But I have enabled multisampling without creating a multisample texture( I set the parameters of the 2D texture using glTexImage2D function ). So why should I use multisample texture?
I try to set the target of glTexImage2D to GL_TEXTURE_2D_MULTISAMPLE. But I just see a white texture!
Here's my code:
glGenTextures(1, &m_texture2 ); ...
I understood what's wrong in my code. Regarding this article I must use 2 FBOs.
Well, the return value is GL_FRAMEBUFFER_COMPLETE_EXT.Note that I haven't created and attached a multisample color buffer to the FBO. I just attach a 2D texture to color buffer 0.
How should I...
Hi there
The following code works fine:
glGenTextures(1, &m_Texture );
glBindTexture(GL_TEXTURE_2D, m_Texture ); ...
Thank you :-) my problem solved :-)
Thanks.
But what about the camera position?
Hi
I have loaded the camera information from a COLLADA file. it contains of translation, rotation and scaling. So based on these transformations, I compute the local to world matrix and then compute...
Yes, You're correct. I always transform the vertexes inside my vertex shader, So freezing the meshes is not a good idea for me.
Hi there
As you well know, Maya software has an option to freeze the meshes. It multiplies the vertexes by the transformations and computes the world space position of each vertex. So there's no...
But I have requested a window with multisampling--I have requested 8 samples per pixel.
with that method, I don't need to have a texture with multisampling, since I blur the texture for N times and...
OK, Thanks.But what about decreasing the FPS while rendering to the bigger textures? Does FBO support multisampling while rendering the scene to texture?
I asked him with a "personal message"...
Thanks buddy
ZBuffer,
It seems that the texture dimensions are really important. If I use a 1024 * 1024 texture, I don't get good results--The texture quality isn't good enough in my 22" monitor with 1680 * 1050...
Thanks ZBuffer. But What about the quality of the texture? I have currently used a 512 * 512 texture. Then it seems with your manner,I must render to a bigger texture? What about multisampling? Does...
If you see the algorithm , you understand what I'm talking about:
1.Render the scene as usual
2.Render the same scene to the texture
3.blur the texture for N times
4.apply the texture to the...
It's correct that I have rendered it once, but I have rendered it to the *default frame buffer*--not to the texture.
To render to texture, I have used FBO for offscreen rendering. This is my...
My question hasn't been solved yet
I have used this algorithm to apply the bloom effect to the scene( As suggested in the book "More OpenGL Game Programming" ):
1.Render the scene as usual...
Thanks. Now I understand it :-)
OK, What do you mean from "allocating" a COMPATIBILITY profile. As far as I know, if the implementation supports GL_ARB_compatibility extension, then we can use old functions.
No I didn't misunderstood it. It describes about the "ARB_color_buffer_float" extension. Then it introduces glClampColorARB() and explains that we must use this function to disable vertex and...