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Type: Posts; User: sajis997

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  1. FBO with phong and multi-pass blur shader

    Hello forum,

    I want to get the following effects from the usage of multiple shaders. I want to have a rotating teapot model on each face of thhe box primitive and this teapot model goes through...
  2. Replies
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    623

    Cube Plane intersection points

    Hello forum,

    I am going through the code that finds and store the plane-cube intersection points. The total number of intersection points ranges from 3 to 6.

    I am finding it hard to follow the...
  3. Replies
    1
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    411

    model view matrix and view direction

    Hello forum,

    Is the view-direction found inside the model-view matrix. I read somewhere that the third column of the model-view matrix contains the view direction.

    How and Why ?

    Some...
  4. Replies
    1
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    731

    Hi forum, The issue is solved. The problem is...

    Hi forum,

    The issue is solved. The problem is with the very first statement inside the render() function. I commented it and now i can see the rippling effect.

    I guess the rippling effect was...
  5. Replies
    1
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    731

    basic vertex shader

    Hi forum,

    I am trying to get the rippling effect of the plane . But i am not getting the progressing ripple effect with time. Here goes the attached code:



    // Include standard headers...
  6. Replies
    1
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    523

    basic fbo issue

    Hi forum,

    I am trying to implement the basic fbo technique where a cube is rendered to the texture first and unbind the frame buffer object , read the rendered texture and pass it through the...
  7. Replies
    5
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    1,056

    Sorry for posting the buggy code. I am actually...

    Sorry for posting the buggy code. I am actually not doing any model-view transformation at all.



    I fixed the issue as follows:



    static const GLfloat vertexData[] =
    {
  8. Replies
    5
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    1,056

    Yes i m doing the transformation in the vertex...

    Yes i m doing the transformation in the vertex shader


    In that case , should i not see a floor bottom and the camera is looking down to the negative z-direction ? The camera up vector is (0,1,0)....
  9. Replies
    5
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    1,056

    Yes, the vertex shader is applying the...

    Yes, the vertex shader is applying the transformation as follows:



    #version 430 core

    uniform mat4 camera;
    //uniform mat4 modelview;

    in vec3 position;
  10. Replies
    5
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    1,056

    render a quad - blank screen

    Hi

    I believe that this something every opengl programmer encounter initially . I am trying to render a quad as follows:



    void loadGeometry()
    {
    //load the vertices for the floor
  11. Replies
    4
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    819

    The issue has been resolved with the...

    The issue has been resolved with the glGenerateMipmap instead


    Thanks
  12. Replies
    4
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    819

    Thanks for the hint! Basically i am trying to...

    Thanks for the hint!

    Basically i am trying to port an old OpenGL application (2.x) to the modern OpenGL. (4.x).
    My driver does support 4.3 and i believe that the required extension is present in...
  13. Replies
    4
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    819

    basic texturing

    Hi forum,

    I am stuck with the problem of basic texturing. Check the following snippet:



    void startup()
    {
    //now load the floor texture
  14. Sorry for the typo . "glTexStorage2D" is giving...

    Sorry for the typo . "glTexStorage2D" is giving me the error.

    So i am rolling back to glTexImage2D.

    I am using the OpenGL 4.3 core profile


    Any more hint ?
  15. glTexStorage - was not declared in this scope

    I have the OpenGL driver 4.3 , but i am having the above error with the glTexStorage command.

    I am using glew to access the opengl extensions

    What am i missing in the process ?


    Thanks
  16. Replies
    4
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    1,737

    Thanks Folks for all the hint. I shall elaborate...

    Thanks Folks for all the hint. I shall elaborate more on this issue. Basically the problem arose in whiling working with OpenSceneGraph System which uses OpenGL down the pipeline. I am working on...
  17. Replies
    4
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    1,737

    glGenBuffers - basics

    Hi Forum,

    I am having trouble to create a buffer object . The buffer id is returning 0 . Is this a valid value?

    I checked in the funcion reference - glIsBuffer() that it returns false if the...
  18. Replies
    1
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    1,072

    GLM - compile error with the division

    Hello forum,

    I am getting with the following code snippet:




    glm::vec2 points[NumPoints];

    // Specifiy the vertices for a triangle
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