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Type: Posts; User: elect

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  1. Is it worth to create a generic shader for handling objects with and without textures

    I have several object to render. Some of them have textures and some of them are transparent.

    To achieve transparency, I implemented the depth peeling tecnique.

    I was wondering if I could...
  2. I got it working if I switch to int init ...

    I got it working if I switch to int

    init


    gl3.glTexImage2D(GL3.GL_TEXTURE_RECTANGLE, 0, GL3.GL_R32I, width, height, 0, GL3.GL_RED_INTEGER, GL3.GL_INT, null);

    render
  3. The rendering was wrong, I read that the second...

    The rendering was wrong, I read that the second parameter in glClearBufferiv should be the i-th buffer specified by glDrawBuffer(s)

    so this is the new rendering
  4. Exacty white, (1,1,1,1). Yeah, I can try to look...

    Exacty white, (1,1,1,1). Yeah, I can try to look inside it, once retrieved which is the fastest way to look at it?

    If I have to be honest I don't know why I am using GL_TEXTURE_RECTANGLE, I guess...
  5. Thanks tonyo, I tried that but unfortunately it...

    Thanks tonyo, I tried that but unfortunately it returns still the same wrong value
  6. Encoding id picking into a 16b red component texture

    So, I am trying to perform picking through id, that is before each drawArray a specific uniform variable will be set and written in the red component

    IDs are signed short

    But this is not...
  7. Replies
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    Here the init shader: // Descpiption: // ...

    Here the init shader:

    // Descpiption:
    // (1) Initialization of the depth layer.
    #version 330 core

    layout(location = 0, index = 0) out vec4 out_frag_depth;

    void main(void)
    {
  8. Replies
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    Depth peeling and coplanar issue (z-fighting)

    Hi,

    I have troubles with the depth peeling technique and coplanar surfaces. The original algorithm is able to peel only one layer at the i-th depth, so if you have more than one, only one will be...
  9. Depth peeling, how can I get also the proper final depth component?

    Hi,

    I successfully implemented the depth peeling in Jogl using modern OpenGL. I understood deeply most of the process except the blend step.

    However I need to center my scene on a specific...
  10. Can depth peeling be implemented without any shader?

    I don't know shaders, but I have a basic idea of their concept.


    I need to implement depth peeling and so I would like to know if first I should go deeper into the shader world or it could be ...
  11. Thanks for the useful link, Alfonse, but since I...

    Thanks for the useful link, Alfonse, but since I am using GL2 I guess renderbuffer images are my only way..
  12. Wait... http://www.songho.ca/opengl/gl_fbo.html ...

    Wait... http://www.songho.ca/opengl/gl_fbo.html


    This means I must use necessarily the renderbuffer image..right?
  13. Ok, thanks [/FONT][/COLOR] Unfortunately...

    Ok, thanks

    [/FONT][/COLOR]

    Unfortunately this is not the case... However for my purpose could I have a texture with just stencil and color attachment?
  14. OpenGL, offscreen hard shadows calculation with stencil

    I am trying to figure it out if and how would be possible to calculate hard shadows from multiple light-sources off-screen.

    preamble: scene is very complex, up to several million of triangles, up...
  15. Re: Better modifying the render or moving the camera?

    Ok guys, actually I am stuck on my program since 2 days and I dont know what to do...

    Right now, I am rendering a cylinder, I can pan and zoom using this:


    display() {
    ...
    ...
  16. Thread: Mouse selection

    by elect
    Replies
    7
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    1,159

    Re: Mouse selection

    Unfortunately I need to select individual triangles... how could I do?
  17. Thread: Mouse selection

    by elect
    Replies
    7
    Views
    1,159

    Re: Mouse selection

    1) the limit of primitives (or triangles) is 2^(8+8+8) = 16777216?

    2) shall I use really use shader? Because I still dont know how to use them
  18. Thread: Mouse selection

    by elect
    Replies
    7
    Views
    1,159

    Re: Mouse selection

    Hi Menzel,

    thanks for your answer..

    Actually I was discarding the unique-color option because I thought something different from what you explained me.

    Your suggest looks interesting, but...
  19. Thread: Mouse selection

    by elect
    Replies
    7
    Views
    1,159

    Mouse selection

    Hi,

    I would need that when I click somewhere on my render, my program could know where I clicked (more or less), let's say a kind of selection

    I tried to read and understand at the best this
    ...
  20. Re: Better modifying the render or moving the camera?

    Ok..

    By the way, how do I implement a rotation such as in the video?

    http://www.reknow.de/downloads/opengl/video.mp4
  21. Re: Better modifying the render or moving the camera?

    (Sorry for my english) more or less, my question is more oriented on which is the best way in terms of implementation (that is, which is easier and clearer to implement).

    My requirements are:

    -...
  22. Better modifying the render or moving the camera?

    Hi all,

    Since I gogled for it without finding anything interesting, I would like to ask you for some suggestions regarding if it is better to scale/translate the render itself keeping the camera...
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    Re: Mapping several Textures on the same surface

    Ok Menzel, I got it, thanks you very much!

    Here is how I solved:


    gl.glActiveTexture(GL2.GL_TEXTURE0);
    check3dFloorTexture.enable(gl);
    ...
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    Re: Render to texture problem

    Solved

    gl.glPushAttrib(GL2.GL_VIEWPORT_BIT);
    gl.glViewport(0, 0, floorWidth, floorHeight);

    ...

    gl.glPopAttrib();
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    [Solved] Render to texture problem

    Hi,

    basically when I am rendering to texture, it looks like some part of the texture go lost..



    package org.yourorghere;

    import com.jogamp.opengl.util.GLBuffers;
    import...
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