In the end it was a driver problem. Mesa graphics 8.0 (which was ironically launched one day before my first post) solved the problem nicely and even add support to OpenGL 3.0 and GLSL 1.30. Now it...
Type: Posts; User: zweifel
In the end it was a driver problem. Mesa graphics 8.0 (which was ironically launched one day before my first post) solved the problem nicely and even add support to OpenGL 3.0 and GLSL 1.30. Now it...
No good, still couldn't solve the problem.
Actually, things has gotten worse. My implementation of the shadow mapping follows the tutorial from http://fabiensanglard.net/shadowmapping/index.php...
Randall, sorry for not providing the code in the first post. Here it is:
// Drawing for Shadow Mapping
GLfloat ratio = ( GLfloat )window_width / ( GLfloat )window_height;
...
I always worked on the engine at home in a nvidia card and then I brought it to compile here in an intel card (and to my surprise it worked).
Everything works alright, even the bloom does not...
The problem was the lack of a glBindTexture(GL_TEXTURE_2D,0); or a glDisable(GL_TEXTURE_2D);
I first make it working with glPushAttrib(GL_TEXTURE_BIT), which lead me to the answer.
Still I do...
Hi guys,
In my application there is a framework, which renders models in the screen. Everything worked alright, but when I changed the rendering part to draw the Bounding boxes of the skeleton I...
@shadocko: I tried multiple PBOs, but got no better performance.
I agree that a thread to disk I/O and compression will be necessary to have.
Thanks for the answers.
I am already using ping-pong PBOs, thus, as suggested, I will only store the raw data in a data structure and use it by a encoding library (avcodec).
I just hope...
Hi,
I would like to create a video from my application, since other ways of capturing it failed, I was trying to implement it inside.
Therefore I used 2 PBOs and I read the data and store it...
I am guessing from the information you provided that the perspective settings might be not what you desire.
Try using a width/height of the window in the 2nd parameter and see if something...
Thanks a lot for the complete explanation, Ilian Dinev!
Sorry for the delay in the answer, but I think I got it.
In my case I use a heightmap and therefore knowing the triangles affected is...
Indeed.
I thought that by bringing up this question here, we could create some brainstorm of alternative techniques around the subject. But it was not the case.
I found this (http://www.gamedev.net/reference/articles/article1986.asp) tutorial, but it is a bit old. This can probably be done with FBO or shaders and without much of the penalties of the...
Not sure if someone said it before but, what are your GL_MAX_ELEMENTS_VERTICES and GL_MAX_ELEMENTS_INDICES.
Extending those things will have bad results.
So I should use the cpu? But to accomplish the effect on non linear surfaces, considering that I am using a plane with the figure to decal, I would have to break down a plane?
Are you really sure...
Vote for SDL. But either one will do, you really wont need much knowledge of SDL because it will just create a simple context and return to OpenGL.
I think SDL has more energy and support than the...
So converting the broad to a specific question:
Is there a way to pass an array of any size of vec3 variables to the shader?
Last time this happened to myself was when I used a extension without the ARB at the end. But I dont think it is your case.
Anyway, I dont have experience with Opengl 3.0 as the code of the...
I dont know if you have already, but take a look at this tutorial: http://www.fabiensanglard.net/shadowmapping/index.php.
I use myself the classic OpenGL solution and just draw the with the GL_SELECT mode set by glRenderMode().
Full explanation here http://glprogramming.com/red/chapter13.html
I do not know if...
Hi Guys,
I was thinking about using decals to inform the user about commands giving, as it is normally done with strategic games. But I ran into some problems, first the simple decals done in...
Solved! The problem was with the near clipping plane. I was playing around with the perspective and I end up changing it and voila!
From
gluPerspective( 45.0f, ratio, 0.1f,...
I created a FBO and it has GL_FRAMEBUFFER_COMPLETE_EXT. And I binded a texture created to store the depth buffer with:
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_map_width,...
I am guessing the FBOs are either not a power of two or too big.
Each shader seems really different from each other, I did some research about how shaders classes are implemented to support in a scalable and flexible way new shaders yet to come and old shaders for...