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Type: Posts; User: bmcclint_gl

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  1. Yeah...what I am learning is my design that works...

    Yeah...what I am learning is my design that works well in C/C++/C# may not work without significant redesign efforts in Java. I may need to decouple things like vectors and matrices and create...
  2. OpenGL porting to Java(JOGL) and Array References...

    OK…so I ‘m attempting to learn Java and porting some C++/C# code to Java to start to learn JOGL. I have libraries built for all my objects and types but I am really struggling with the omission of...
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    Exaggerated Elevations on Globe

    I think this is more of an advanced topic rather than a shader topic for please forgive if posted in the wrong forum.

    I’ve have seen in the past many rendering of globes, Earth and Mars for...
  4. Not quite sure I understand this statement. What...

    Not quite sure I understand this statement. What else could it be? During the definition, above, of the FBO, RBO and Texture I define as depth buffer and attach to the depth attach point. When I read...
  5. OK...got part of it...My unpack was still scaling...

    OK...got part of it...My unpack was still scaling by an inverse. removed the 1.0 / (far-near) on pass 2 for unpacking to revert to original distances.

    Issue still remains on why only rrr1 in...
  6. Anyone? I'm stumped. I've been reading faqs,...

    Anyone? I'm stumped. I've been reading faqs, other examples on the net and everything seems to indicate this is correct. Playing with the shadow depths from the unpack and setting colors for...
  7. I've read a few posts stating that the... ...

    I've read a few posts stating that the...


    Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_DEPTH_TEXTURE_MODE, Gl.GL_INTENSITY);

    ...may be depreciated. Maybe TEXTURE_MODE is not the way to go. So...
  8. Shadow Mapping Depth Buffer not storing 32bit floats…

    Not sure if this should go here or in the shader forum...

    I am having trouble deciphering why my render depth buffer is coming out not as expected. I am attempting to write a shader based shadow...
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    Solved...Kinda... OK...Found another post...

    Solved...Kinda...

    OK...Found another post where new buffers were created for each array of information. So...created a new VBO buffer ID for vertex, normal and texel data. Buffered the data...
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    You know I actually tried this prior to posting...

    You know I actually tried this prior to posting but with no change. I am actually tracking the offsets in the structure with the VBO Ids. I added logic as suggested and no change.

    See below. ...
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    Whats with with my VBO code?

    I agree this is pretty boiled down but this is where something I believe is a miss. In here I have three calls. One to build a VBO object, one to render the VBO object and one to render using...
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    No feedback as I have not tried yet. Sleep and...

    No feedback as I have not tried yet. Sleep and work intervene. Although, after a few hours of reflection I think I understand what was happening as stated in my last response. Setting both projection...
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    Wait a second...since this is all shader based...

    Wait a second...since this is all shader based and I am not using glMatrix...() then your correct, everything is identity.

    I am attempting to emulate OpenGL ES on the desktop. So I set...
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    One more thought...I am calculating a mat3 and...

    One more thought...I am calculating a mat3 and transforming by that the (pos - vertex). I'll need to see if mat3 transform is OK vs. 3 dot products. One for each of the x, y, z components.
    ...
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    OK...here is a puzzle. In this case...

    OK...here is a puzzle.

    In this case gl_NormalMatrix == mat3(1);

    Huh?

    I did some testing with vDebugColor = gl_NormalMatrix[x][y] and passed through to fragment shader and multiplied to final...
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    OK...so more research on orthogonality has...

    OK...so more research on orthogonality has delivered this. My upper left 3x3 of my ModelView matrix is orthogonal. All rows and columns have a length of one or as close as it will get. The...
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    I will say I am thrown by the term 'uniform...

    I will say I am thrown by the term 'uniform scaling'. What are you referring? The mView is the camera's matrix and the mModel is the model's matrix. Both are, on the CPU side, 4x4 matrices for...
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    Gl_NormalMatrix replacement in shaders

    First let me apologize for asking what I am sure is an overly asked question but all my searching and testing has resulted in nothing.

    I am attempting to remove all the GLSL built-ins from my...
  19. Re: glGetUniformLocation returns -1 for exisitng unifo

    Well they are being 'optimized' and removed. I now have vars to access all of the uniforms and they have references. I also noticed that I have to use each uniform in both the vertex and fragment...
  20. glGetUniformLocation returns -1 for exisitng unifo

    Hello…I am new to shaders and they seem pretty self explanatory but I am getting frustrated quickly. I am starting to work with uniforms but I cannot get the location call to return anything other...
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