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: myk45

Page 1 of 4 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    6
    Views
    916

    Thanks a lot for the detailed explanation Dark...

    Thanks a lot for the detailed explanation Dark Photon, GClements!
  2. Replies
    6
    Views
    916

    Thanks for the reply GClements...

    Thanks for the reply GClements , Dark Photon,

    @Dark Photon:
    >> you pass into the texture2D function which are computed by-the-scenes by the hardware

    Could you please explain what you meant...
  3. Replies
    6
    Views
    916

    Texture filtering clarification

    Hello All,

    I needed some clarification regarding where exactly the filtering happens in OpenGL.
    So, as per what i understand, we interpolate tex-coords from vertex to fragment shader. These...
  4. Replies
    8
    Views
    1,128

    Thanks a lot for the reply GClements...

    Thanks a lot for the reply GClements!
    That was what i was looking for. So, i have a concept issue here.
    I will try the solution you've provided.
  5. Replies
    8
    Views
    1,128

    Thanks for the reply! I'm using OpenGL 2.0, so...

    Thanks for the reply!
    I'm using OpenGL 2.0, so no geometry shaders :(
  6. Replies
    8
    Views
    1,128

    Thanks for the reply! I obtain the up vector and...

    Thanks for the reply!
    I obtain the up vector and the right vector from the modelview matrix(the first and the second column of the matrix), normalize them and use them.
    Aren't these orthogonal? Can...
  7. Replies
    8
    Views
    1,128

    I want both of these. So, my idea was, based on...

    I want both of these.
    So, my idea was, based on the depth, i scale the quad, thus ensuring fixed screen-space size. And since i construct the quad using up and right vectors, i assumed it would be...
  8. Replies
    8
    Views
    1,128

    Screen space quads - 2

    Hello All,

    This is a continuation of this thread

    I didn't want to mix up the two things.
    So, i want to draw screen-space constant quads using a perspective matrix. There were two approaches i...
  9. Replies
    3
    Views
    3,678

    Hi, This one is really good:...

    Hi,

    This one is really good:
    http://www.arcsynthesis.org/gltut/
  10. Replies
    2
    Views
    489

    Well i forgot to mention, for the quad with...

    Well i forgot to mention, for the quad with fragment shader, i use one full screen quad, and then generate multiple quads in the fragment shader. I'm sorry, my mistake.
    So, technically, it's not...
  11. Replies
    2
    Views
    489

    Draw simple quads with least data

    Hello All,

    I plan to draw simple quads and i was searching ways to generate vertices in the vertex shader.
    I saw the use of gl_VertexID . But i cannot use this since i need to support OpenGL ES...
  12. hmm, i currently do not have access to it. But...

    hmm, i currently do not have access to it.
    But the problem is that the depth testing would have problems since there is a mix of linear and non-linear depth calculation. So, stuff that need to...
  13. > Hmm, from the top of my head I'd go straight to...

    > Hmm, from the top of my head I'd go straight to simply projecting the billboard as well, but scaling it with a factor that's a function of distance to the camera.

    Well the current...
  14. I am referring to something like 2D labels, that...

    I am referring to something like 2D labels, that are drawn using alpha textured 2D quads. These label items in the 3D scene. And, these also need to be billboarded.
    Thanks!
  15. Thanks for the reply! Yeah, i am using...

    Thanks for the reply! Yeah, i am using Shaders(OpenGL 2.0). Is it possible to have a linear depth buffer with a perspective matrix? Can you please explain this?
  16. Issues with Linear Z buffer due to Ortho projection

    Hello All,

    I have the following problem:
    - I need 2D billboarded items, that are screen-space constant in size, inside a 3D scene.

    My solution:
    - Use 2 matrices, one for orthographic...
  17. Replies
    2
    Views
    599

    Hi, Thanks for the help! i will read up on...

    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...
  18. Replies
    2
    Views
    599

    Obtaining coordinates after clipping

    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...
  19. Replies
    1
    Views
    809

    Convert 2D images into Stereoscopic images

    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...
  20. Replies
    2
    Views
    538

    Thanks for the confirmation thokra!

    Thanks for the confirmation thokra!
  21. Replies
    2
    Views
    538

    Value stored in Z-Buffer

    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) *...
  22. Replies
    4
    Views
    737

    Yeah, i suppose. Thanks!

    Yeah, i suppose. Thanks!
  23. Replies
    4
    Views
    737

    > Once you're coding in shaders, you'll see that...

    > 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....
  24. Replies
    4
    Views
    737

    Regarding clipping

    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,...
  25. Replies
    2
    Views
    477

    Thanks YoYo! yeah, using a bounding sphere would...

    Thanks YoYo! yeah, using a bounding sphere would simplify the calculations.
Results 1 to 25 of 81
Page 1 of 4 1 2 3 4