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Type: Posts; User: raga34

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    OK, thanks. Makes sense that I would have to...

    OK, thanks. Makes sense that I would have to perform clipping to get the correct results.
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    Screen-space bounds of an object

    Hello.

    I'm working on a small project where I need to calculate the screen-space bounds of a rendered object in order to provide a region for glScissor. To my surprise, this has turned out to be...
  3. Yes, seems like attenuation was the problem....

    Yes, seems like attenuation was the problem. Evidently there was a negative infinity being introduced that was clamped into nonexistence when the target was an RGBA8 framebuffer. Thanks for pointing...
  4. This seems like a possibility; the blue area...

    This seems like a possibility; the blue area starts at the exact radius of the red light. The RGBA8 framebuffer may be masking the issue. Will investigate.

    I should mention that, individually, the...
  5. Strange issue with additive blending of floating point texture framebuffer

    Hello.

    I have a simple renderer that renders spherical lights. The renderer simply renders one pass
    per light, blending the results with additive blending, writing the results to a texture. The...
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    THANK YOU This was what was consistently...

    THANK YOU

    This was what was consistently screwing up the test implementations I tried to write.

    I'd been trying for a few days to get something working, and when it failed, I decided to start...
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    I see, makes sense. However: In this case,...

    I see, makes sense. However:



    In this case, no, I don't think so. For this particular program, there are various other issues involved that mean that I do have to do the ray casting in world...
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    From window coordinates to world coordinates

    Hello.

    I've read various tutorials on "3D picking" around the web, but most of them seem to be either self contradictory, wrong, or gloss over points without explanation. I've searched the forum...
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