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Type: Posts; User: sektion31

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  1. Replies
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    I was confused about two things. First I thought...

    I was confused about two things. First I thought relative coordinates mean that they are stored as a real number between 0 and 1. And because of that I wondered why its ok to pass this as an ivec2 to...
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    It sounds interesting, but I havent heard of...

    It sounds interesting, but I havent heard of games using it. I wonder why. Mabybe its more difficult with higher AA modes than 2x. Haven't had a closer look yet.

    [/QUOTE]

    eh. bad typo... I...
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    Well i did mean "traditional" supersampling...

    Well i did mean "traditional" supersampling (rendering at higher resolutions), when i wrote FSAA. So i wasnt using the terms correctly.
    I wanted to distinguish between higher resolution super...
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    FSAA implemented as a fragment shader

    Hi,

    I would like to know if it would be theseable to write a fragmentshader that performs fullscreen antialiasing.

    Performance is not an issue. I am writing a comparison about antialiasing...
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    Ok found the solution. Had to convert from...

    Ok found the solution.
    Had to convert from cartesian coordinates to spherical coordinates.
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    Hi I had the same issue with 4.3 (on Nvidia...

    Hi
    I had the same issue with 4.3 (on Nvidia 630M), but I am using openGL trough JOGL. So I asked there if it was a bug, but they said its all fine.
    So I think this behavoir is normal and will stay...
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    Great Circle Lines on Sphere

    Hi,

    I am trying to recode the antialiasing chapter 8 of the redbook ed8. It is about how to use the smoothstep function as a lowpass filter, to avoid aliasing.

    As an expample they used a...
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    Hi, first of all: 1184 :) So there were...

    Hi,

    first of all:
    1184 :)

    So there were two major things wrong with my code. First I wasnt even generating a checkerboard texture... it was just stripes. :tired: and secondly I wasnt adding...
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    understanding textures

    Hi,

    I am trying to create a checkerbord pattern with a constant declared array (texture). Later I want this to be procedural, but I am not that far yet.
    My problem is with the texture...
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    Thanks for the detailed reply and first things...

    Thanks for the detailed reply and first things first: gl_Point_Coords work for me now. :)


    You should be able to determine that much just by looking at the rendered image.[/QUOTE]
    I did see 9...
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    Is the easiest way to realize this via Shader...

    Is the easiest way to realize this via Shader Storage Buffer Objects? Because this sounds kind of complicated to implement. I havent found a simple example on the web.
    In the end I just wanted to...
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    Ok I checked this and with my 15.8 for my points...

    Ok I checked this and with my 15.8 for my points I am in range. 63.375 is the biggest allowed size for me. I also tried using GL_PROGRAM_POINT_SIZE, but I get the same result. My points are big, but...
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    I read this for earlier versions of opengl...

    I read this for earlier versions of opengl aswell, but I am on GL4 and it does not specify point sprites as render-primitives anymore.

    The openGL programming guide V 4.3 writes:
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    understanding gl_PointCoord (always 0)

    Hi,

    I have a problem understanding the working of gl_PointCoord correctly.
    They way I get it is, if I draw a point with PointSize > 1 the pixels that light up on the display sourrounding the...
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