Hi,
Thanks for the help! i will read up on 'guardband clipping'. I am using OpenGL 2.0, so no geometry shaders :(. Well i am talking about 100s of polygon. Is this number too large to consider for...
Type: Posts; User: myk45
Hi,
Thanks for the help! i will read up on 'guardband clipping'. I am using OpenGL 2.0, so no geometry shaders :(. Well i am talking about 100s of polygon. Is this number too large to consider for...
Hello All,
I have polygons in my application and i need to find what part of the polygon is currently in the view frustum. So, i thought i could use the coordinates that OpenGL generates after...
Hello All,
This is not directly related to OpenGL, but a Computer Graphics based question i would say. I saw that YouTube has a "view in 3D" option these days for some videos, that allows an...
Thanks for the confirmation thokra!
Hello All,
I was reading this article on Z-Buffer: http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
I see that the actual value stored in the Z-Buffer is:
z_buffer_value = (1<<N) *...
Yeah, i suppose. Thanks!
> Once you're coding in shaders, you'll see that that CLIP-SPACE may be the only space in which the GPU receives your vertex positions.
Thanks for the reply Dark Photon. I'm a little confused....
Hello All,
I have a small question regarding clipping. Now i know that the clipping happens in the clip space. So, we can throw away points if outside the view frustum, else retain it.
Now,...
Thanks YoYo! yeah, using a bounding sphere would simplify the calculations.
Hello All,
i have what might be a trivial question. But, i would like to know if my approach is correct. So, here is the
Question:
I have a 3D model(arbitrary) and i need to fit it...
Hi all!
I was reading this article on Euler angles and gimbal lock:
http://sjbaker.org/steve/omniv/eulers_are_evil.html
Now, what i do not understand is this:
In any coordinate...
Hello All,
i tried obtaining the window coordinates in my fragment shader. So, this is my approach:
In the vertex shader:
varying vec2 my_fragCoord; my_fragCoord =...
Anyone? should i post it in a separate section maybe? the Math/Algorithms section?
Thanks!
Hello All,
i just started some primitive ray-tracing today and in order to generate the primary rays(camera rays) i tried the following:
for (int i = 0; i < win_width; i++) {
for (int j...
Thanks Dan Bartlett!
It works fine.
Thanks for the reply tonyo_au. i tried doing it just once. i added the glBindBuffer() once , just before
glEnableVertexAttribArray(0);
But, it doesn't seem to work. I still get the black...
Hello All,
I was mostly using the old glBegin() method for a long time. Now, im learning to use modern ways of specifying vertices. Here is some sample code i found online. I modified a little:...
Thanks a lot dorbie, thokra, that was very helpful.
> When the wheel touches the road, you won't see the piece of road intersecting with the wheel but the wheel above it, right?
Well, i was considering a scenario where in both the the wheel and...
Hi,
Thanks for the replies menzel, thokra.
@thokra:
Well, i was thinking on cases where we have a car's(or more specifically a tank maybe, since there are chances that a lot of overlap is...
Hello All,
i needed a small clarification w.r.t Z fighting. Say for eg i draw two triangles, with their Z coordinates being the same, and they have overlaps. So, some part of one triangle is...
Thanks Alfonse Reinheart, V-man,
> The old fashion vertex arrays are in RAM and when you draw with them
Yes, that was what had confused me. Now it is clear after reading the links provided by...
Hello All!
I just started to take a look at how GL provides for specifying vertices(i mean OpenGL version >= 3.3 and in the core profile).
I see that we can use Vertex Arrays and VBOs.
Now, i...
Seems to be a linker problem. Have you set glew32.lib in your linker settings? I'm not sure about other IDEs, in Visual Studio, try:
Project Properties->Configuration Properties->Linker->Input. Add...
> *cough*
haha! thanks :D