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  1. Who made your GPU? You probably need to download...

    Who made your GPU? You probably need to download drivers from them from that vendor's web site and install them?

    Provide information on which GPU you have and some folks here can probably give...
  2. If you mean eye-space instead of world-space (or...

    If you mean eye-space instead of world-space (or you have an identify viewing transform), I believe what you say ("What I expected to see is") should be the case except that the near/far values are...
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    Are you looking at virtual address space size, or...

    Are you looking at virtual address space size, or physical memory consumption? Your ATI number makes it sound like the former.
  4. So your input value is screen_mouse_position =...

    So your input value is screen_mouse_position = (X,Y,0)? In window coordinates, with the default glDepthRange setting, 0 = near clip plane. If you have a specific point "under" your mouse click that...
  5. Mostly. There is an index type (which is...

    Mostly. There is an index type (which is specified in the indexed draw call -- e.g. GL_UNSIGNED_SHORT, GL_UNSIGNED_INT, etc.), but there's no number of components ("size"), stride, normalized flag,...
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    The size of each element is...

    The size of each element is sizeof(odfaeg::Vertex), not sizeof(float).


    Just install the latest vendor-provided OpenGL driver version for your GPU (NVidia, AMD/ATI, Intel, etc.)
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    That depends on a lot of things. How you do it. ...

    That depends on a lot of things. How you do it. What frame time you've got available for it. What hardware/driver you've got, and its particular performance (cost of rebinding FBOs, etc.)


    ...
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    For legacy implementations/tutorials, websearch...

    For legacy implementations/tutorials, websearch "opengl accumulation buffer". You can of course implement this nowadays with off-screen FBOs however you desire.
  9. Well, if this Vala language is going to make you...

    Well, if this Vala language is going to make you deal with C/C++ compiler errors, it better expose a way to look a the generated C/C++ before compilation.

    If you look at it, you'll no doubt find...
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    That does seem odd. If you're fitting the shadow...

    That does seem odd. If you're fitting the shadow frustum to just that one object, then it shouldn't change size much if at all in that frustum.



    If the bsphere around an object is sufficiently...
  11. The latter. There's no right way to build a...

    The latter. There's no right way to build a rotation transform (or right order, if you're going to use euler angles). In fact you may build it without any euler angles involved at all. For...
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    Not sure exactly what you mean, but a couple...

    Not sure exactly what you mean, but a couple possibilities come to mind. Draw a picture with a big sphere, the eyepoint very close to the sphere, and the lines representing the edge of the frustum. ...
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    One way or another, with standard shadow mapping,...

    One way or another, with standard shadow mapping, all the objects which will be casting "dynamic" shadows in that spot light need to be in a shadow frustum of that shadow map. You can reduce the...
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    You've already got some good responses. Just to...

    You've already got some good responses. Just to add to that, for VAO just use a compatibility profile and never use VAOs if you don't want to. If you must use core, just gen and bind one VAO, and...
  15. If I understand your question correctly, yes.

    If I understand your question correctly, yes.
  16. I'm sorry. I don't understand your question.

    I'm sorry. I don't understand your question.
  17. Are you checking for framebuffer completeness and...

    Are you checking for framebuffer completeness and for GL errors? If not, do that first. Post a code snippet creating and setting up the texture(s) and FBO(s) for comment if unsure about what to do....
  18. Depends on around which axes you define your...

    Depends on around which axes you define your euler angles and the order you apply these component rotations. There's no one convention.

    Websearch it. It's out there.
  19. It sounds like someone/something is telling you...

    It sounds like someone/something is telling you this should be two steps. Who/what is stating that?

    You're saying:

    [M''] = [U]*[M]*[U]

    where M is an OpenCV matrix and U is a mating...
  20. OpenCV: *...

    OpenCV:
    * http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/OWENS/LECT9/node2.html

    OpenGL:
    * http://www.gamerendering.com/2008/10/05/clip-space/

    So yep. Negating Y and Z seems to make...
  21. Yes. This is the UVW-to-XYZ basis transform...

    Yes. This is the UVW-to-XYZ basis transform (where X, Y, and Z are the UVW vectors expressed in the XYZ basis).

    Of course if you want the XYZ-to-UVW transform instead, you want the inverse (if...
  22. I just rechecked, and you're right. But yet I...

    I just rechecked, and you're right. But yet I was definitely getting a bunch of errors out of this code whining about inlines not supported in shaders. I used perl to search/replace all the "inline...
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    Pipelines have been long optimized for indexed...

    Pipelines have been long optimized for indexed triangles, but unless there's some odd driver bug, I wouldn't expect to see DrawArrays in your circumstance being less efficient. Since it's easy, I...
  24. Glad you got it figured out!

    Glad you got it figured out!
  25. Downloaded Cyril's OIT demo from here: *...

    Downloaded Cyril's OIT demo from here:

    * OpenGL 4.0+ ABuffer V2.0: Linked lists of fragment pages

    Specifically, the original version that doesn't support AMD (the 2nd one allegedly does).
    ...
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