Sorry for not replying earlier, my internet connection gave up on me...
@michagl: Yes, that's exactly what I'm doing.
@dukey: My render target is square and power-of-two (usually 512*512). I...
Type: Posts; User: Jan
Sorry for not replying earlier, my internet connection gave up on me...
@michagl: Yes, that's exactly what I'm doing.
@dukey: My render target is square and power-of-two (usually 512*512). I...
Hi
This is just to let some people know, maybe for AMD to look into this:
glGenerateMipmap on AMD cards acts kinda weird. First of all, you definitely MUST have the filtering mode set to...
That was my thinking too. However, isn't the projection matrix actually what 'defines' the near and far plane? I mean, OpenGL should clip everything away that's not in the unit-cube. So I would have...
I am currently in the process of cleaning up our engine's math code and I stumbled across this odd behavior. I want to make it right, but I am confused as to why it actually currently works. The...
That is a very interesting presentation, thank you!
However, it does not address my problem at hand. We ARE using a projection matrix that transforms everything to [0;1] range instead of [-1;1]...
Hi there
Just trying to wrap my head around the differences in the transformations in OpenGL and D3D.
As far as I know OpenGL usually transforms z into the range [-1;1] and then later on maps...
"glDrawElementsInstancedBaseVertexBaseInstance" - Just Wow.
Nice to see that OpenGL is still updated regularly and more and more details are fleshed out to make ones lives easier. But that's...
No. OpenGL 3.0 tried to do away everything that could be "difficult" to support.
I am not sure, if points are really rendered as triangles, because contrary to triangles, points are ALWAYS...
Hi there
I just realized that it has been much over a year that I have posted an update to the GLIM-libray. So I just uploaded the current code which includes some important bug-fixes.
GLIM...
Yeah, that should work too.
I don't know of a *standard* way, but here is what I'm doing:
First you need some "reference", to know which vertices are really on the convex hull. Simply compute the bounding box of the polygon....
Well, if you see it like that... OpenGL NEVER gave any reliable guarantees about memory usage. We can't even query the amount of available memory of a GPU through GL, because we are not supposed to...
Well, you do have several options.
* You could do it all manually on the CPU.
* You could do it with geometry shaders.
* You could always upload a very high-res mesh with some additional...
"incomplete mipmap-pyramids" ? You do know that you can cut off the mipmap pyramid at some level, do you?
Just use glTexParameteri with GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL.
Other...
I didn't mean that you need to use tesselation shaders, I only meant that searching for tesselation should give you ideas how to do the math (in the end it's usually some kind of beziér curve etc.)
...
I never bothered to really look at evaluators, but weren't they supposed to do similar stuff, that tesselation does now? Only more hardwired? If so, searching for resources about tesselation might...
Just google for gluPerspective etc. and you should find pages that show the (pseudo) code how they create the matrices.
Copy&Paste that into your own project and voila you can create those...
I made my renderer compatible to D3D11, so that now I can select which API I want to use. Surprisingly, once you did that, you stop thinking much about the API (because you are always working with an...
AFAIK this extension was promoted by AMD, so nVidia might not really implement it, at all.
And even on ATI cards, as far as I know, right now it only reports the current errors (INVALID_OP,...
https://code.google.com/p/poly2tri
Very easy to use. It only handles 2D polygons, but of course it's trivial to extend that to 3D manually.
Jan.
Yes, it works now.
Thank you both very much, that was very helpful.
Cheers,
Jan.
Damn! Neither did I know that, nor did I notice that extra "I"!
I will try that immediately.
Jan.
Yep:
int iArray = getVertexAttribBindPoint (Program, "somename");
glEnableVertexAttribArray (iArray);
glVertexAttribPointer (iArray, 1, GL_INT, false, 0, BUFFER_OFFSET (offset));
Replacing...
Hi
I want to pass an integer as an attribute into a shader, which is then used to index a uniform. However, it seems to fail on my nVidia card and garbage is returned.
However, once i switch to...
I was once told by someone from nVidia that C9999 errors are not supposed to happen and are considered to be compiler-errors.
I once had one myself, and nVidia was extremely quick to take a look...