Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: STTrife

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. Nice ideas :) I'll think I go for the first one.

    Nice ideas :) I'll think I go for the first one.
  2. Thanks, that was very clear. Is there a good way...

    Thanks, that was very clear.
    Is there a good way then to find out the distance perpendicular to the line segment of the fragment in the fragment shader? That seems neccesary for anti-aliassing or...
  3. rasterization and fragment coordinates for lines

    Hi there,

    I've been reading a bit about using lines in openGL, but it's not quite clear to me yet how they work in the fragment shader. Specifically I don't understand how the 3d fragment...
  4. Replies
    11
    Views
    1,452

    Yeah I get the idea :) I just looked in the...

    Yeah I get the idea :) I just looked in the manual / specifications, there are 107 instances of the word 'undefined' in there :)
  5. Replies
    11
    Views
    1,452

    I am testing with AMD radeon 6800 here. I guess...

    I am testing with AMD radeon 6800 here. I guess the tricky thing is that 'undefined' behavior does not produce any errors. So I was very surprised to see the terrain rendering in buffer 3, while I...
  6. Replies
    11
    Views
    1,452

    Thank you, it was indeed the alpha test!

    Thank you, it was indeed the alpha test!
  7. Replies
    11
    Views
    1,452

    to be more precise: this void main() {...

    to be more precise:

    this

    void main()
    {
    gl_FragData[0] = vec4(0,0,0,0.1);
    gl_FragData[1] = vec4(0,0,0,0);
    gl_FragData[2] = vec4(0,0,0,0);
    gl_FragData[3] = vec4(0,1,0,1);
  8. Replies
    11
    Views
    1,452

    if that is so, which I think would be very...

    if that is so, which I think would be very logical, then I don't understand this:

    In a shader to draw water:



    in the shade that renders the screen:
  9. Replies
    11
    Views
    1,452

    Hi arekkusu, thanks for your reply, most of it...

    Hi arekkusu,

    thanks for your reply, most of it makes sense now. Only thing is that don't understand why the alpha I write to buffer 0 effects the other buffers as well. How exactly does that...
  10. Replies
    11
    Views
    1,452

    selectively writing to buffers

    Hi,

    I ran into something weird, or something that I don't know how it works exactly.

    What I want to do when rendering to multiple targets is that I selectively write to certain color buffers...
  11. Replies
    20
    Views
    1,795

    thanks this is really helpful, will probably save...

    thanks this is really helpful, will probably save me some 'bug' tracking in the future too :)
  12. Replies
    20
    Views
    1,795

    hm hm trying to understand it here, most of it...

    hm hm trying to understand it here, most of it seems to make sense. But the part about adjecent pixels: the texture coordinates you talk about, are those the UV parameters on the primitive, or are...
  13. Replies
    20
    Views
    1,795

    I finally found it. In the 3D texture that I use...

    I finally found it. In the 3D texture that I use for fog, I set the min-filter to LINEAR (or NEAREST is also fine). It was default set to GL_LINEAR_MIPMAP_LINEAR by OpenSceneGraph.
    Can someone...
  14. Replies
    20
    Views
    1,795

    Exactly my thought, it almost HAS to do with...

    Exactly my thought, it almost HAS to do with something like that, because it happens at the edges of objects. Any other ideas or good ways to look into it are appriciated!
  15. Replies
    20
    Views
    1,795

    well it *should* be no aliassing. I use OSG for...

    well it *should* be no aliassing. I use OSG for rendering, and I read this in a OSG mailing list .
    And indeed when I add the texture as a render target there are arguments how many samples it should...
  16. Replies
    20
    Views
    1,795

    I use this: if (length(normal)==0) //sky {...

    I use this:


    if (length(normal)==0) //sky
    {
    gl_FragColor = vec4(0.90, 0.82, 0.47, 1);
    return;
    }

    But I noticed the strange effects are also on hilltops that are not on the edge with the...
  17. Replies
    20
    Views
    1,795

    The format I use is GL_RGB32F_ARB. I use OSG, so...

    The format I use is GL_RGB32F_ARB. I use OSG, so this is what I use:


    osg::TextureRectangle* positionsRect;
    positionsRect = new osg::TextureRectangle;
    positionsRect->setTextureSize(screenWidth,...
  18. Replies
    20
    Views
    1,795

    Yeah I'm doing that, but it's really puzzeling. I...

    Yeah I'm doing that, but it's really puzzeling. I tried finding the edge problem in one of the source buffers, but if I render those buffers as color values (making sure they are in range) then the...
  19. Replies
    20
    Views
    1,795

    Thanks for the info. I did make sure the textures...

    Thanks for the info. I did make sure the textures have the same size as the viewport/window so it should be a one on one pixel readout. But as the filtering of the buffers as textures for the quad is...
  20. Replies
    20
    Views
    1,795

    Yes I am, is that good or bad?

    Yes I am, is that good or bad?
  21. Replies
    20
    Views
    1,795

    Problem with 'edge' of hill and fog

    Hi I have a visual artefact in my scene that I don't quite understand. Some background information:

    In the pre-render I write to 3 buffers:
    -color
    -normal
    -position

    then in the render I...
  22. Replies
    0
    Views
    408

    trouble calculating 'flat' normal

    Hi,

    I use

    vec3 flatNormal = normalize(cross(dFdx(eyeVec.xyz), dFdy(eyeVec.xyz)));

    to calculate a 'flat' normal based on the triangle only in the fragment shader. Eyevec is calculated with
    ...
  23. Replies
    4
    Views
    1,091

    Thanks, this is very helpfull!

    Thanks, this is very helpfull!
  24. I wonder why you would want your own...

    I wonder why you would want your own rasterization . I do think it would be cool to do ray tracing with 'real' ambient occlusion algorithms on the fragment shaders, by defining your inworld objects...
  25. Replies
    4
    Views
    1,091

    Thanks, this is very clear, now my next question...

    Thanks, this is very clear, now my next question would be, how would you find the point of origin of a camera ray in orthogonal projection? I assume you'd have to use the gl_FragCoord somehow???
Results 1 to 25 of 38
Page 1 of 2 1 2